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Medieval European Mod II 2016-10-05

I agree with the suggestions (since half of them are proposed by me;)), but I think we should think of somethnig better for the Venetian Sailor, something to make it more unique. I'll try and come up with some idea.
 
Well I am playing a campaign with the Byzantines right now and as I was mopping up the left over Venetian cities on my (note: MY) Aegean islands I noticed that my marine unit is quite crappy. It was a pain, but I got over it...

Despite my own problems, I don't think you guys should stress over this issue much. Other than the Crusades and possibly the invasion of Malta in 1565 (which at 15 years after the end of your scenario should not even be counted) there were no notable marine expeditions. Even the Crusades and Malta, it's not like they actually involved anything like "marine" units of our day. I mean it is the Middle Ages! I don't see why we would not be forced to disembark and wait a turn due to "technological" imperatives of the time (just like we can't research at 100% early in the game, nice touch by the way).

Even the various sieges of Constantinople all had to deal with the imperative of disembarking troops. The siege usually involved both a naval blockade (to choke trade) and a land blockade. Check out the wikipedia articles on this issue (there were 24 sieges of Constantinople, according to wiki: http://en.wikipedia.org/wiki/Siege_of_Constantinople). Therefore, taking the "spirit of the times" as a guiding principle, I don't think you should worry about making "marine" units stronger or more of a key to the game.

Also, isn't the Arquebusier an early firearm unit? These guys were terribly sensitive to anything "wet" (including rain and humidity!!). I just can't imagine a soldier carrying an early early (you do end your scenario in mid-1500s!) version of the arquebus clambering over the side of a ship to land with a "splash" in shallow beach and proceed to load his gunpowder and led ball into the muzzle, aim and fire at the entrenched defenders! :twitch:

In my opinion, powerful and capable "marine" units should be specific to civs that make sense, such as Vikings early on in the game and possibly the Venetians (since I like your idea about the Venetian sailor). I don't think you need to worry about making "marine" units more of a presence though. Unless I am corrected otherwise, I am quite sure that no grand naval assaults were launched in the Middle Ages, other than perhaps the Siege of Malta. It would appear that "Disembarking" (and thus being susceptible to a counter-attack) was indeed the norm for most engagements.
 
In my latest game, I'm playing as the Germans on Citizen level. Having settled all lands between the Rhone and the Elbe, I decided to let loose the dogs of war. It is now 1182, and I have seized all the European holdings of France and Burgundy, save for Brittany, which the Scots managed to steal away from me after the French city there was auto-razed. I am currently at war with England, and have taken their only two coastal cities (Hereford and London) leaving them only with York. Further expansion of the most glorious Holy Roman Empire shall be reported at a later date.
 
Svetovid - The reason we wanted arquebusiers too be amphibious was so crusaders could become obsolete at some point. For gameplay reasons you got to have amphibious units, remember that this also needs to work on a random map.
 
Yoda, the mod is freaking awesome... :worship: I doubt I am going to go back to normal civ any time soon, or to any other map other than this one... Maybe that is why I don't care much for random maps...

However, your point about random map is very good. I personally would not play by your mod rules on a random map (it is a mod about EUROPEAN dark ages), but I can see how this is something that you are considering.

But besides the harquebusiers splashing in water and my insistence on gameplay, there is also one other thing... As I was playing my scenario I realized that a number of civs remained alive purely because they occupied single square islands. Both Venice (Corfu) and Serbia (Malta! Serbia? Yes, in MALTA!) managed to duke it out until the end. I thought this was particularly sweet, as it is exactly how things tended to work in the Middle Ages. Remember that 3000 Knights of Hostiliers (sp?) held out against a 300,000 Ottoman army in Rhodes, later to transplant to Malta and hold out against 50,000 Ottomans. I think the amphibious rules you have in effect right now are historically correct to the tee!

That said, I just wanted to give you an in-game-in-Europe-map example of why there is no need to improve on amphibiousness. I completely understand the whole "random map" thing.
 
My congrats! Great scn. I'm almost done with my first game, playing as Castille. I'm playing on the third difficulty level and having a great time. I'm actually working on a scn taking place right at the end of this mod (renaissance), and I think I got plenty of ideas from this fantastic game. Now for some impressions about the mod:

Logistics are really important here, with relatively slow units and huge map. It's really hard to battle far away from home, if you play as one of the westerns civs getting to holy land must be almost impossible. How many crusaders do you load in your boats? It would take forever to get there and probably would fail (unless you send like a hundred). I've had very very bad results making amphibious attacks and finally only used them when I had absolutely no other choice. When I started the expansion beyond current germany, it was almost painful to watch all the units slowly trying to get to the border cities so I could launch an attack (and on several fronts, since many people were attacking). First I had some help from nice neighbours but eventually they all hated me. Beyond certain point, I think there's no way to make the AI like you again (no matter how many techs, luxuries and resources you give them!). I don't like that..

My main concern has been with the assassins. They are actually able to conquer cities without declaring war! They've really made my life impossible in some areas. And the only unit i can build to detect them (that i know of), the inquisitor unit, comes very late in the game to be of real use (I just researched it to discover they actually don't have stealth mode).But for a very long time the assassins destroyed my improvements, workers and several mounted units (and razed a couple of cities, that really hurt!). I guess the AI "knows" just out of the blue which of your cities are undefended or with just one unit and can send them right there.. Always hated this part, it's so unfair. If I sent my inquisitors while at war with somebody they AI also "happens" to guess where they are and kill them despite being invisible, so I see no real use for them except for having a couple located in your border cities to kill the assassin that try to get through.

Plagues are wreaking havoc everywhere, it's quite hard to keep your cities protected when almost all of them are infected (great opportunity for the assassins to come again and start razing cities)

One "bug" I noticed: When the harbour goes "ka-boom" the tags are switched. If you click "Zoom to the city" you ignore it, and if you click "let them rot" (can't remember the exact sentence) you zoom to the city.

And another funny things, I found a worker with a jesus christ complex. See picture attached (and I hope I know how to attach a picture here). That German city in Orkney btw was their last, and it took me more units and gold than all their other cities combined (see again my initial point on amphibious attacks).

Worker_Christ.jpg


Again, great work, thanks a lot!
 
I agree with the suggestions (since half of them are proposed by me;)), but I think we should think of somethnig better for the Venetian Sailor, something to make it more unique. I'll try and come up with some idea.

Maybe it could have a special attack. It could launch into a Shakespearean soliloquy, then fall on it's own sword. All the surrounding enemies would be so moved by the tragedy of it all, they'd lay down their weapons and surrender!
 
Hi there Alan McG! Some thoughts:

It is huge and it is slow. But it is possible to conquer, conquer & conquer. I did it with the Fatimids and got most of the map. See post 274 on page 14.

I was not able to get assassins to attack cities. My understanding is that invisible, no nationality tags prevent this. Wonder what you did?

The plague is how it was. Adds a certain savoir faire, n'est pas?

I had workers walking on water too. It happened when I attacked a ship that had units on it. Some of the units became enslaved workers. They had no where to go since my ships were fully loaded. Once I moved the ship away, there was the worker!
 
I had workers walking on water too. It happened when I attacked a ship that had units on it. Some of the units became enslaved workers. They had no where to go since my ships were fully loaded. Once I moved the ship away, there was the worker!

WOW If this was Civ4 you would have just founded a new religion! :lol:

He even looks like hes holden his plow for balance! like hes on the tight rope act, marvalously miraculous! :jesus:
 
The basic idea would be that "all Renaissance era infantry gets +1 hp and can attack from directly from ships". That's how we see it; if you think Tercios or Hussites with amphibious assault capability are terribly wrong say so... but remember it may be less wrong than Crusaders being the marine unit of Renaissance.

"During the course of the battle, the Ottoman Commander's ship was boarded and the Spanish tercios from 3 galleys and the Turkish janissaries from seven galleys fought on the deck of the Sultana. Twice the Spanish were repelled with great loss, but at the third attempt, with reinforcements from Alvaro de Bazán's galley, they prevailed."

Lepanto, 1571

Not wrong at all.
 
Hi there Alan McG! Some thoughts:

I was not able to get assassins to attack cities. My understanding is that invisible, no nationality tags prevent this. Wonder what you did?


I really did nothing. No changes in the basic rules (except maybe the accelerate production one). But it really did happen. Once they captured the city, twice they raced it. Never while on war...
 
On that issue about the plague, my strategy to deal with them is to move the units out of an infected city and fortify them nearby. this means (AFAIK) that they wont die from the plague, and once the plague is gone, move them back in.

Yes, usually I do the same thing. But there's the problem of the assassins there...
 
Hi there Alan McG! Some thoughts:

It is huge and it is slow. But it is possible to conquer, conquer & conquer. I did it with the Fatimids and got most of the map. See post 274 on page 14.

I know I know ;) Check my map on the worker christ post, I'm not doing too bad myself!
 
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