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Additionally, fabricating claims now has a hefty prestige cost. As for gold, I've felt that the costs of being at war have always been rather high. Troops are pretty expensive.
Also, hopefully the vassal thing will help, since for a defensive character making a few strong vassal alliances can make your realm very safe from attackers. And equally, for the warlike types, the targets will be stronger defensively, making war more expensive and risky.
Maybe that will help?
You mentioned the martial lifestyle, are there any perks in those trees you see as being too good, or is it just being warlike in general?
I'll give the strategist tree a wary eye, just to make sure they haven't gone crazy with stacking. Though overall I'm happy with MaA, since they can't be stacked into infinity anymore. More uses for piety would be nice as well, no doubt, I do hope paradox will look at religion at some point, though that seems to be a weak point of the modern dev team. As far as fixing it myself, I would need to find enough things that players do commonly that should need piety, which I can't think of much offhand.
The whole prestige generation after the patch is just insane. I play a lot of vikings and if you got 1-2 successful hunts, you have like 1k prestige and can recruit any MAA. It just invalidated all other sources of prestige gains. I don't how it for non raiding/tribal fractions, so I can't talk about it.
Would be great if the whole prestige gain could be tuned down, somehow, idk at least for vikings :D
Good news, prestige gain is halved only for owners of T&T, to address that exact issue. I will also probably be closing loopholes like the failed hunt giving prestige. It giving you stress relief makes sense even if it fails, but prestige it really shouldn't as you point out.
2. Man at Arms buffs are too impactfull for better troops (ai can't really stack modifiers). I would rebalance troop damage and toughness and make them significantly lower.
3. Development gain is bonkers. Something needs to be done with it so player can't abuse it like that.
4. Military buildings should give a choice beetwen high MaA bonus or extra levy, not both.
5. Weapons and Armor give too big prowess buff. How come a weapon has mutch bigger effect than a person being very good fighter(talking about knighthood innovation fo example). In my opinion max prowess from weapons and armor should be 5.
So...how can levies be overpowered, if all characters have access to the same levies? Levies, unlike gold, can only be used to fight other characters, who in turn have access to the same levies. Do you mean they are overpowered compared to MaA? If so, why also nerf MaA bonuses?
Military buildings are balanced against non-military buildings. Do you feel that gold gain is not good enough? Or that some other building bonuses are not good enough? If so, which ones seem weak?
As to weapons and armor, I'm not sure I entirely agree. Good weapons and armor would make a huge difference in any sort of personal combat. Armor coverage, durability, and ease of movement are huge advantages in any sort of combat. As to weapons, again, weapon balance and durability are decisive factors. You tend to win a fight if your sword can break theirs because it's made of much better steel.
Right now prowess seems roughly split between personal factors and equipment. And while there may be personal factors worth boosting, the skill trees are fairly well balanced currently. I'd be more interested in perhaps giving a little more love to the combat experience traits such blademaster, etc.
I am not saying levies are OP, i am saying their numbers are too big. Armies counting in tens of thousands in 1100s were not common, and too big stack are both pain in the ass to manage for players( i am 100% sure most of us just go with full army and obliterate everything in lategame) and AI cant really manage high numbers.
MaA are definitely OP in the hands of a player, especially high damage MaA like heavy cavalry.
About buildings- in my opinion both from balance perspective and RP, they should either improve MaA or give levy, not both. It is really easy to abuse that and AI can't keep up.
Economical buildings are fine in income, but development bonuses stacking is a problem, too many buildings have them and from what I remember, your GLORIOUS mod makes development have bigger impact.
High prowess on weapons and armor makes characters that shouldn't be able to effectively use them, due to low abilities, be gods on battlefield. Players can easily obtain the best of them and AI is lacking in this regard. In my opinion AI controlled blademaster shouldn't have lower prowess than guy whose prowess wihout special armor and weapon would be 0.
I take it from observation, I can easily have the same dev Constantinople have in just 2-3 generations playing pagan Pomerania. I think the biggest factor is % bonuses, beacuse players can use really good councilor, so quite big dev gain is multiplied. AI rarely gest as good stewards as player. Maybe changing % bonuses to low flat numbers form buildings would even the ground.
I suspect the source of this is the that being sacked is extremely bad for development, and development is soft capped by tech. Byz has only a slight tech advantage, and with the civil wars likely gets sacked frequently. Assume you can avoid being sacked, that gives you a rather major advantage in dev.
The issue with moving to flat bonuses, is that would drastically reduce the spread effect, which is how dev is designed fundamentally.
Now there may be reasons to consider the extent of those bonuses. But my other guess is that the AI rarely keeps the steward on dev boosting, it tends to aim at other things.
Going with full army is not actually wise, since that army comes with a price. And the AI I've not seen failing to handle large numbers, so I'm not sure what you mean there? But I don't see the benefit in extensive changes just to tweak the numbers while avoiding a gameplay effect. That would boost knights even higher in power, and MaA would pose concerns if not brought under control as well. Adjusting so many parts increases the chance of screwed up a balanced system.
What is the player doing with MaA that the AI is not, which is making them OP?
The AI would suffer far worse if buildings did only one, since they would choose the wrong one. Though again the extent of the modifiers probably is worth looking at. And MaA are supposed to be strong, they are trained soldiers after all. The AI makes buildings which boost MaA, so they should be comparable in strength, and the min-maxing potential is somewhat limited.
It does make development have higher impact, but those buildings have those modifiers to make them balanced with the MaA and levies buildings. I'm not seeing overall super high development, unless someone makes a very stable realm. So I'm not sure it's a huge problem.
I think we just disagree here. A blademaster with a ♥♥♥♥♥♥ sword and no armor would likely get dismantled by someone in good armor with a proper sword. Skill is huge, but that skill won't save you if your sword breaks the moment it hits theirs, and you have to hit them in one special place while they can hit you anywhere and kill you. It's a common mistake, since shows and movies have no respect for armor, but equipment is a huge factor in success in real combat.