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Reynold Sanity explains why this system is much better:
https://www.youtube.com/watch?v=L6eaBtzqqFA
It makes you think twice about risking the loss of your your best units because they take so long to make each one (preventing elite spam). You are rewarded for having a great economy by having upgrades for towns (the same turn by turn risk to reward) with gold you can afford, so luxuries are possible. The same is possible for elite units which cost a great deal more. Rome 2 has a stupid preset slot system. In Rome 2, there is no reason to utilise weaker units (which should be faster to move but less armored as a balance) as you can get the best Roman one's in 15 turns. Recruitment limits limit army composition and player choice. I do agree with you in terms of Hero units however.
His arguments are reasonable, and I certainly explained them for you, and also why unit spamming is more likely in the current system, not the older one. I just stated why you should have more issue with the current one. It isn't just this guy's opinion, it's a fact based on risk and reward of unit choice that existed in the older TW's...at least more prominently in comparison.
Medieval 2's system is not perfect, but it's far superior to the current method, it encourages army diversity, not just using the best of the best because there is no sane alternative. I'm curious if you have ever played Medieval 2?
Until you got disgustingly powerful 125 turns+ into the game, odds are you are going to be fighting battles on your expanding fronts that dent your armies.Your recently captured forts, that aren't heavily damaged, aren't likely going to be able to produce Teutonic knights, so you send peseants to the front and merge your damaged units.
Of course when you get disgustingly powerful you can produce so many armies you will never have to do this, but the recruitment system atleast makes it more micro intensive and less spammy to do that.
and an army with 19 units of steam tanks wont work like all total war games special units are good for a purpes. like the ninjas. you dont get an 19 stack army of ninjas cause they are badass they will be surrounded and killed. you need to balance the army like all games.
And forcing someone to play a certan way is not the way to go. if I wanna have a army just of Samurais vs gunmen I should be able to. if I wanna have an army of shock chav only I should be able to....and again that wont really be good against any army. but I should be able to do it.
the mass slinger sounds more like a balance problem than economic and limitation problem.
Don't even get me started on the economy problems lol. Because happiness was province spread (the last I played anyway, but I doubt they changed that) you could just build max happiness buildings in one place suddenly riots would stop in the entire province even as you took the rest by force. So essentially an exploit. Resources became just stats, and trade between certain factions suddenly became banal lol. I guess you could summarise it all as streamlining. I miss that building system too, you could improve the armor of your units with certain buildings back in the day. So it's kinda tied to economic improvements in that game.
FYI, you need specific resources to build some structures. If a player is smart enough, he can get some nice synergy and faction-wide bonuses from resources. Current system, which was introduced in Shogun II is rather interesting. I hope, that CA will keep it.
I don't undertsnad what you mean by "trade became banal".
Those buildings are still here.
What I really miss though, is that upgrades no longer change apperance. I could care less about armour change, because in many cases it was confusing. Weapon upgrade, however, were really cool, because they featured unique models for swords, spears, etc.
I didn't realise there were buildings that required resources, that's nifty actually. What I mean by banal is that it that unlike Shogun 2 there is no limitation to the amount of trade links, so there was no incentive to turn down offers (aside from curbing growth in a petulant attempt). You'd be a fool to do so as you'd lose out on money. That is kinda boring.... just accept all trade for the sake of it, without any strategic thinking in doing so. I really digged Shogun 2's system too. So you can just get those buildings like that I guess.
Attila:
-For your method to work, we need to start our conquest with a city, because towns can't sustain themselves in terms of public order. This already narrows our conquest opportunities.
- Now we have to invest money into sanitation, because diseases can wipe out your armies and srew up public order.
- Then we have to invest A LOT of money and wait several turns to get the best public order buildings. All this while balancing food and sanitation, because those circuses have their own downsides.
- Every captured capture instantly hits -10 to public order. There are other negative modifiers, like banditry, devastation, instability which fade away after several turns . Morevoer your conquest forces a migration, which will add a permament -9 to public penalty. By capturing 2 towns you can harm public order by -50, which is big.
-Make sure to demolish all obsolete buildings. Unlike ME II churches of rival religions will not magically disappear: morevoer, they will take food and money from you. Try to balance food production, because -4 public order due to food shortage ain't nice.
- You may also want to assign a good governor and issue an edict to speed thigns up.
As you have stated, we can avoid rebellion, but it takes a lot of resources, some time and planning. If you are doing a real blitzkrieg, like 3 settlements in 3 turns, a rebellion will be imminent.
Medieval II:
- Slaughter population;
- Your army is free to go;
- Set taxes to low;
- Hire the cheapest militia unit;
- Build a casual church, if local population follows different religion;
That's it. No rebellions. Combination of "slaughter population" and "low taxes" Is the real exploit here, don't you think?