Morholt
Prince
But the knights are supposed to be dominant until ~15th century. I think a better solution would be making heavy cavalry more expensive, and maybe even add an extra upkeep cost to them.
Not sure if this is the right place to post this but...
It says in the civilopedia that crusades can target non-christian player's capitols.
I think this should be more common, as I haven't seen it happen yet.
Maybe if Jerusalem is already taken when the time for a crusade occurs?
And about the knights- Morholt has a good idea. Knights were dominant, but expensive.
Spain planted five triple-strength Knights on the Luebeck Salt when I was playing Vikings, they never moved and didn't pillage it either.
Once I had a stack of mace and guisarmier (no horse for norse) moved into range they sprang into action, wiped out my stack (never should have chopped that forest
) and pillaged everything in sight .. very odd.
Could id be that stability is a bit out of control?
Just started a game as Netherlands and watched the replay. Many AI civs collapsed because of overexpansion. They conquer many often independent cities in a few turns and collapse.
- Venice managed to conquer Constantinopel via Crusade. Byzantium collapsed. Venice conquered some more cities and collapsed too.
- Burgundy captured Jerusalem, Dumyat, independent Groningen ?!, Ragusa ?! and collapsed.
- Ottomans captured independent Byzantine cities and collapsed.
- Muscow captured independent Kiev cities and collapsed.
- Austria conquered one hunagrian city, Hungary immediatly collapsed, Austria captured some more cities within a few turns and collapsed.
It is sad that so many major players collapse without any intervention from other civs. There is probably no way to tell the AI to expand more slowly. But maybe we could lower the treshold for complete collapse and grant independence to few cities more often.
England conquered and lost the scotish provinces three times![]()
This sounds like a bug in the Stability module. Did you get any errors in the PythonErr files?
Yeah, therfore the smileyThis is intended and it is what you guys wanted, right?
No, there are no errors in the log files. I have also the ingame python-error-popups turned on. But i don't know if they appear when autoplay is on.
Guisarmiers shouldnt be stronger. Knights should dominate and guisarmiers safe behind walls. They cant be on pair with knights, leave them be.
Who said that Guisarmiers should be stronger than or equal to Knights?
[...]
I had already posted the stats about the units but I added some more info, like the promotions
Spearman(4) +100% = 8str vs Lancers(7) and Heavy Lancers (10)
14,3% stronger than a Lancer while a Heavy Lancer is 25% stronger than a Spearman
Guisarmier(6) +75% = 10,5str vs Heavy Lancers(10) and Knights(13)
5% stronger than a Heavy Lancer while a Knight is 30% stronger than a Guisarmier
suggested:
Guisarmier(6) +100% = 12str vs Heavy Lancers(10) and Knights(13)
20% stronger than a Heavy Lancer while a Knight is 8,3% stronger than a Guisarmier
including promotions:attack 1 for infantry(10%), attack 2 for cavalry(20%)
Spearman(4+10%) +100% = 8,8str vs Lancers(8,4) and Heavy Lancers (12)
4,76% stronger than a Lancer while a Heavy Lancer is 36,4% stronger than a Spearman
Should be 8.4 strenght for Spearman. So Spearman is equal to Lancers and 26.7% weaker than Heavy Lancers.
Guisarmier(6+10%) +75% = 11,55str vs Heavy Lancers(12) and Knights(15,6)
3,75% weaker than a Heavy Lancer while a Knight is 35% stronger than a Guisarmier
Should be 11.1 strenght for Pikeman. So 7.5 Weaker than HL and 28.8% weaker than Knights.
suggested:
Guisarmier(6+10%) +100% = 13,2str vs Heavy Lancers(12) and Knights(15,6)
10% stronger than a Heavy Lancer while a Knight is 30% stronger than a Guisarmier
Should be 12.2 strenght for Pikeman. So 1.7% Stronger than HL and 21.8% weaker than Knights
etc.
I still dont agree. You are missing all the easily obtained defense bonuses like forest hill, rivers and castles.
Just the random resource spawn mechanic at work, part of Civ4 I believe (or is it RFC?).Just discovered Amber can be randomly discovered in mines which doesn't make much sense...
Just discovered Amber can be randomly discovered in mines which doesn't make much sense.
As far as I know amber wasn't mined during the middle and early modern ages, it was picked by hand from the beach. Perhaps the Camp is a more suitable improvement?
It is sad that so many major players collapse without any intervention from other civs. There is probably no way to tell the AI to expand more slowly. But maybe we could lower the treshold for complete collapse and grant independence to few cities more often.
Hm ... when stability drops, then the player should first start losing cities from secession and this should slow down the expansion. There are also safeguards against snowball secession (secession results in a small boost of Stability). Maybe there is a problem with changing civics and the temporary loss of stability form Anarchy (although this has been nerfed for the AI). I will look into it.
Just discovered Amber can be randomly discovered in mines which doesn't make much sense.
As far as I know amber wasn't mined during the middle and early modern ages, it was picked by hand from the beach. Perhaps the Camp is a more suitable improvement?
Not a Camp, a Quarry perhaps, but definitely not a Camp (with tents in the woods).
The random discovery of resources is a feature in BtS and it is still present in the mod. However, the chance is pretty small.