Maniacal
the green Napoleon
You can't remove gunpowder, it was a major historical something or other. You can, however, fix all the problems with gunpowder units that are in the vanilla game.
I would say that gunpower artillery, at least, fits quite neatly with a medieval setting, if you allow your perceptions to- accurately- include it. However, I do think that gunpower artillery seems to gets a bit too powerful too quickly, meaning that you lose the grander spectacle of the trebuche more quickly, as well as any cash you've sunk into the construction of a siege range....thanks but no thanks, if I want to see gunpowder I'll play ETW, I don't want it in my medieval game.
What are Wagon Forts exactly? I don't recall them in the game :s
I never played far enough to get ot the Americas nor really cared abotu them, but eh at least the map has been extended a bit. Are the regions going to be fixed up to be more realistic? I despise the vanilla regions.
I would love to see the game set in 4 turns a year, sure that may seem like a lot ot some people but I've fonud it works perfect in EB for Rome, although I'd settle for 6 month turns as long as units have enoguh movement that matches them having 6 months to move!
An actual AI to begin with would be the nicest thing to add to the game.
A real mélée fight rather than a line of ten duels, though at least it's possible to mod the game to make it APPEARS that the fight is going full-scale. Would be better to have the true mechanic though.
A real AI would be cool.
Either remove completely the Americas, or expand it and allows it to be playable and part of the game much sooner.
Something like an AI that is actually decent.
Remove all gunpowder. Gunpowder is lame.
And above all, an AI that is not completely dumb and broken.
Raise the cost of gunpowder units, make it really expensive you can't build a lot of them, as it should be, they weren't really used on massive scale.
If the americas are included, then by that time gunpowder was much more widely used and will have to be included as well. If you don't like the gunpowder, you don't have to use it or can mod it out.
Swordsmiths' Guild upgrades melee weapon of any unit (including ships; their boarding parties have swords), Master Swordsmiths' upgrades weaponn again, HQ gives third upgrade.
Alchemy labs and the like actually improve your artillery as advertised rather than give the gunnery crews sharper daggers.
Woodsmens' Guild upgrades bows in the manner of my aforementioned version of the Swordsmiths' Guild; this increases missile attack, not melee attack. Ranged units can get both their melee and ranged weapons upgraded.
Alchemy labs increase a gunner's missile attack, not melee attack.
Cannon makers improve ships' cannons as advertised.
Naphtha pots can easily ignite siege equipment.
Get rid of adoptions; they're unrealistic and a carry-over from R:TW.
Javelin units cannot get upgraded javelins, but experience increases their missile attack.
The problem with adoptions is the family tree and line of succession is hard coded, and you need to get Generals with the only way being to have them in your family >_<
At the very least, as I don't know how much is possible, if it could be renamed from adoption/family to supporting the Royal Family or something.