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But even if we assume one is incapable of managing his finances, there's no good reason why recruitment has been so oversimplified since M2TW.
Besides, are you talking about the limited number of each units you could recruit at a time in medieval, and you had to wait some turns to recruit more?
It's better to have a more realistic recruitment system than a bad one though.
Yes. Medieval 2 but also the Stainless Steel mod had the best recruitment system than any other TW game. It seemed realistic and fun and as far as I'm aware there was no good reason for them to be replaced by the boring one all TW games since Empire TW have.
To use Medieval II as an example, you'd have a large amount of lower class troops (militia, most archers), a smaller pool of the somewhat wealthier class making up sergeants and non-noble men-at-arms, and a small pool of nobility for knights and other noble-class units if appropriate. You could have more than three types for factions where it's appropriate.
Such a system would fir in Warhammer, too. Say the Greenskins. They'd have a inexhaustible supply of regular orcs and goblins, but fewer Big 'Uns, Black Orcs, and monsters.
The Empire would have plenty of State Troops but smaller pools for the nobility making up the knights and another pool of veterans to make up Greatswords and Outriders.
Isn't that just a variant of the Tomb Kings recruitment system?
True that'd be even better than M2tw. I believe that's a mod for Rome 2 which added population classes to draw from for each type of unit, but in case the developers find that too hard to do or believe the average TW customer is too dumb to appreciate such "depth" in a recruitment system, the M2 would suffice. But as I said that's a better and more realistic system indeed.
This would be more like "you can have six longbeards; it can be three with shields and three with great weapons or all with great weapons, or any other mix."
Some factions do only have 1 unit of some types (Big Uns are missing most of their equipment options for instance so there's only 1 type for them) so it would be very similar for them. It's too late to add such a system to Warhammer (by the devs, at least. It might be possible with modding but it would require a lot of scripting, I think), although in the theoretical world where it wasn't we might have had more of the tabletop game's missing equipment options so there'd be, say, three types of Big 'Un.
Not sure how that's so different from the Tomb Kings recruitment system, aside from the limit expanding depending on the size of the player's empire and which recruitment buildings are constructed as turf gets bigger.
Also changes to many technologies but particularly to Lord skill trees are needed. Yellow line is fine most of the times with few exceptions like Warlock Engineer artillery buff stacking. Red line is HORRIBLE and ruins gaming experience, this will be your main tool to cheese through 90% of the campaign. If we do need to buff unit stats at all costs artificially, then at least it should be a fair buff and it should be hard to choose which units to buff, so skills like “Honest Steel” (buff ALL the good infantry units you’ll ever need including Greatswords!) or the HE “Master Strategist” (buff to White Lions, Swordmasters AND Phoenix Guard - are you kidding???) should be a) toned down (+5 MA and +3MD on lvl 3 or the other way around) and b) restructured so that you would want to minmax with anything other than Greatswords + Tanks + Gunners or Phoenix Guard + Sisters of Avelorn. For example, more red-line buffs to units that are weak late-game like Tiranoc Chariot or Free Company could be interesting and help spice up the experience.
Blue line: basically never used unless you’re desperate for the only good ability in this line, Lightning Strike. In some campaigns this line is necessary but all in all most bonuses it grants are irrelevant.
Nice baiting bro.
get a grip.