Post by curiouscanine on Nov 26, 2017 5:12:14 GMT
First, place a modifier that can be turned on and off concerning whether dragon riders enter battle with or without their mounts. Or better yet, make it so that dragon rider bonuses are "off" all the time until said dragon rider (that was assigned a command, even the lowest) enters combat, then he/she can pick to mount a dragon or not.
Second, in line with the previous suggestion, NERF dragons. Dragons that are less than 100 years old should not be able to win battles by themselves. There should be more events, that vary depending on culture, for anti-dragon tactics (I cannot insist on this more). This is why canny commanders can pick when or when not to mount their winged lizards. When they do so, the damage done should be less physically and more on morale. Until a dragon reaches Meraxes-class (haha, like a battleship) the amount of flame it produces cannot be maintained for so long at so large an area. Even when they hit Meraxes-class, it will still take other allied dragon riders to give aid to create another Field of Fire. People underestimate Aegon the Conqueror's tactical prowess and attribute all his successes to just his dragons. I mean, it was no coincidence he and his sisters struck in concert at an army marching over a field of dry grass. Also, their use of dragons was more akin to the treatment of valued reserves rather than a unit that can do anything and be anywhere at all times. The Daenerys attitude towards dragons, as some kind of answer to all problems, is unprofessional dragon-usage. It was what was prevalent during the Dance of the Dragons and look what happened to all of the dragon riders of that era. The only competent one was Daemon Targaryen, and his best "campaigns" were when he took Harrenhal and King's Landing by maneuver and guile rather than scorching everything around him. That's how one should use dragons...
Third, to balance the nerfed dragons, there should be battle related events that allow mounted dragon riders to escape unharmed and unshackled. A percentage based one...
Fourth, cancellation of all ability of raid. Rather, there should be special cb (one that prefers to target counties and nothing larger than a duchy - both independent or not, and an ai_modifier that really won't target large kingdoms) for raiding depending on culture. So a raid, is less of one strolling along with raised troops but more of a planned campaign. Once the "raid" war begins, one can synchronize it with all raid based events. This kinda can represent the ability of ironborn to raid anything that's not on the Westerosi mainland, as this raid cb can be specified to not work on people within the same realm. The victors of raid cb's won't get any land, but loot and hostages and stuff.
Fifth, when AGOT introduced ironborn raiding events that made the ironborn in question absent from his court and required a regent to manage things in his absence, I said: "BRILLIANT!". This should be applied consistently across all cultures when they either use the raid cb (as mentioned above) or when they are assigned a command and have to fight some war. You can't be both in your castle and in the field at the same time. Your character being flagged as "absent" totally makes sense.
Sixth, AGOT made sever diplomatic restrictions that only allowed one to do stuff within his own county/specified area. I kinda protested it at first, then I realized it is realistic and prevents the player from doing crazy things. To allow a bit of variety, can characters choose to visit courts and leave his own to be managed by a regent? So let's say he wants to invite or be invited to a party, he visits a court away from his home in the north and goes to a castle in the Vale and is flagged as "guest". This guest character_flag will show up in a lot of ai_modifiers for various decisions and becomes a priority for invitations and such.
Seventh, more events related to the various "ways of life". More competitions, more tourneys, more parties, more challenges. Specifically, hunting should be available for all whether or not having a hunting focus. The hunt events should also be more social that would allow chances to create more friends and rivals (because medieval hunting sprees WERE such events). The hunting events for people with a focus for hunting should be more geared to "combat" events with the animal in question (bear, boar, mountain lion,, wolf, etc.).
Eight, allow cropping up of bandit, raider, or mercenary "dukes" that'll roam around the various kingdoms raiding and killing things. Provides actual enemies to defeat when the seven kingdoms are one or at peace.
Ninth, tribalization of Free folk, mountain clans, and dornish desert or mountain tribes (?) with abilities to summon many warriors and greater use of the raid cb. The Free Folk can launch raids via sea (I mean why were the Mormonts, the Umbers, and the Clansmen so affected by Free Folk if the Wall was a foolproof barrier?). Again, this is to provide actual opponents doing peace-time.
Tenth, ability of bannermen within the seven kingdoms to feud with another and use cb against each other. These cb should be, normally, kinda be like the raid cb in which no territories are at stake (to prevent imbalance within the game and too powerful bannermen) but more of cash, prestige and hostages.
Eleventh, increase the strength of the various pirate lords of the stepstones, same reason as Eight or Ninth suggestion.
Twelfth, I kinda posted this on general discussion, but there should be a large number of bonuses (positive or negative) for every unit type on every type of terrain, with differences on whether they're attacking or defending.
Thirteenth, command modifier bonuses for each military type trait (e.g. misguided warrior, trained soldier, or stuff like unyielding or inspiring leader).
Example:
tough_soldier = {
attribute = martial
education = yes
martial = 3
learning = -1
combat_rating = 2
health = 0.5
command_modifier = {
morale_offence = 0.03
morale_defence = 0.03
speed = 0.04
retreat = 0.02
pursue = 0.06
defence = 0.06
damage = 0.02
}
leadership_traits = 1
}
skilled_tactician = {
attribute = martial
education = yes
martial = 6
intrigue = 1
stewardship = 1
learning = -1
combat_rating = 2
health = 0.5
command_modifier = {
morale_offence = 0.06
morale_defence = 0.06
speed = 0.08
retreat = 0.04
pursue = 0.12
defence = 0.12
damage = 0.04
}
leadership_traits = 2
}
trickster = {
leader = yes
command_modifier = {
random = 0.3
}
}
organizer = {
leader = yes
command_modifier = {
speed = 0.2
retreat = 0.1
}
}
Fourteenth, greater number of child related events that create (MORE) long lasting friendships and rivalries between family members or wards. It's kinda weird that characters can view their mothers on an "acquaintance" level, etc.
Fifteenth, there should be three stances (could be termed as modifiers) for a character assigned a command that enters a battle. Fighting, Mixed, or Leading. What I mean is that a character that plunges him/herself into a melee cannot be in a position to give orders anymore. First stance will trigger more duel events, second will trigger events for duelling and leading will last will be purely "leading". By "leading" events I mean adapted events from the game focus chain for chess. So, stuff like "I send my cavalry to attack flanks", or "pull back my center" or stuff like that. There will be a random chance based on level of martial traits and score for the success of these maneuvers and if flagged as such, will give morale bonuses or damage to enemies (so it's like the Dracarys fire events but this time through good commanding).
Sixteenth, there should be a decision for a commander not moving and on certain terrain with certain commanding levels to decide to "set up an ambush". This will be an event chain that will trigger when an attacking army finally meets the static unmoving army. Depending on random chance, enemies' abilities, and yours, the ambush could be pulled off and will inflict massive morale damage and physical damage on enemy attacking army (army that moves IN to a province with an army already passively staying there).
Seventeenth, ability for a character to focus on getting away from a battle (in line with third suggestion). Will have infliction of the coward trait though.
Eighteenth, in line with the raid cb, please create more cb's with only prestige, piety, cash, slaves (?), hostages, and good/bad relations on the line but NOT territory. Allows more stuff to do without allowing a realm to get too powerful.
Nineteenth, in line with Sinstar's mercenary adventure mods, a whole chain and chains of events for people who choose to go on a mercenary adventure. This is because Westeros united is SOOO boring..,
Twentieth, far more lucrative trading posts and palaces, with related intrigue plots for characters in the Free Cities. More cb's that fit their line of culture, but again, NO TERRITORY at stake.
Twenty-first, all tourney events should have multiple chains of activities, from on-on-one duels, archery contests, wrestling, melee's, melee's on foot, jousting, the whole bonanza.
Twenty-second, building chains for every culture that constructs a levy that maximizes their respective martial traditions. For example, Dornishmen have 10% bonus to all light cavalry, light infantry, and archers, but have less heavy infantry and cavalry so on so on. The thing to get rid of are bland basic unit types that are common for all cultures. So (example only) heavy infantry from iron islands have greater morale while those from stormlands have better defense, etc. etc. Every culture has a variation of every unit type.
Twenty-third, all offices should be valued, lucrative positions with event chains associated to who gets who, and how they fight over it. There should be chances for the player to engage in corruption or abuse of power while in those offices. I recommend the High offices (master of the ships, laws, etc.) to be given titular titles of those offices and whole chains of what to do in those positions.
Twenty-fourth and last. A reassessment of the economy in AGOT and a fixing of the prices of everything from education of kids to mercenary companies. There was a time when giving an education was more expensive than supporting a war effort for 5 years. The lords of westeros should be very wealthy, even those with brown rings (lower than counts) such as barons should be wealthy enough to actually DO stuff. Of course, in proportion, that means the free city magnates and the lords of the east were billionaires...
Everything here are just suggestions., I hope some of them might be implemented, or the spirit behind them will.
Second, in line with the previous suggestion, NERF dragons. Dragons that are less than 100 years old should not be able to win battles by themselves. There should be more events, that vary depending on culture, for anti-dragon tactics (I cannot insist on this more). This is why canny commanders can pick when or when not to mount their winged lizards. When they do so, the damage done should be less physically and more on morale. Until a dragon reaches Meraxes-class (haha, like a battleship) the amount of flame it produces cannot be maintained for so long at so large an area. Even when they hit Meraxes-class, it will still take other allied dragon riders to give aid to create another Field of Fire. People underestimate Aegon the Conqueror's tactical prowess and attribute all his successes to just his dragons. I mean, it was no coincidence he and his sisters struck in concert at an army marching over a field of dry grass. Also, their use of dragons was more akin to the treatment of valued reserves rather than a unit that can do anything and be anywhere at all times. The Daenerys attitude towards dragons, as some kind of answer to all problems, is unprofessional dragon-usage. It was what was prevalent during the Dance of the Dragons and look what happened to all of the dragon riders of that era. The only competent one was Daemon Targaryen, and his best "campaigns" were when he took Harrenhal and King's Landing by maneuver and guile rather than scorching everything around him. That's how one should use dragons...
Third, to balance the nerfed dragons, there should be battle related events that allow mounted dragon riders to escape unharmed and unshackled. A percentage based one...
Fourth, cancellation of all ability of raid. Rather, there should be special cb (one that prefers to target counties and nothing larger than a duchy - both independent or not, and an ai_modifier that really won't target large kingdoms) for raiding depending on culture. So a raid, is less of one strolling along with raised troops but more of a planned campaign. Once the "raid" war begins, one can synchronize it with all raid based events. This kinda can represent the ability of ironborn to raid anything that's not on the Westerosi mainland, as this raid cb can be specified to not work on people within the same realm. The victors of raid cb's won't get any land, but loot and hostages and stuff.
Fifth, when AGOT introduced ironborn raiding events that made the ironborn in question absent from his court and required a regent to manage things in his absence, I said: "BRILLIANT!". This should be applied consistently across all cultures when they either use the raid cb (as mentioned above) or when they are assigned a command and have to fight some war. You can't be both in your castle and in the field at the same time. Your character being flagged as "absent" totally makes sense.
Sixth, AGOT made sever diplomatic restrictions that only allowed one to do stuff within his own county/specified area. I kinda protested it at first, then I realized it is realistic and prevents the player from doing crazy things. To allow a bit of variety, can characters choose to visit courts and leave his own to be managed by a regent? So let's say he wants to invite or be invited to a party, he visits a court away from his home in the north and goes to a castle in the Vale and is flagged as "guest". This guest character_flag will show up in a lot of ai_modifiers for various decisions and becomes a priority for invitations and such.
Seventh, more events related to the various "ways of life". More competitions, more tourneys, more parties, more challenges. Specifically, hunting should be available for all whether or not having a hunting focus. The hunt events should also be more social that would allow chances to create more friends and rivals (because medieval hunting sprees WERE such events). The hunting events for people with a focus for hunting should be more geared to "combat" events with the animal in question (bear, boar, mountain lion,, wolf, etc.).
Eight, allow cropping up of bandit, raider, or mercenary "dukes" that'll roam around the various kingdoms raiding and killing things. Provides actual enemies to defeat when the seven kingdoms are one or at peace.
Ninth, tribalization of Free folk, mountain clans, and dornish desert or mountain tribes (?) with abilities to summon many warriors and greater use of the raid cb. The Free Folk can launch raids via sea (I mean why were the Mormonts, the Umbers, and the Clansmen so affected by Free Folk if the Wall was a foolproof barrier?). Again, this is to provide actual opponents doing peace-time.
Tenth, ability of bannermen within the seven kingdoms to feud with another and use cb against each other. These cb should be, normally, kinda be like the raid cb in which no territories are at stake (to prevent imbalance within the game and too powerful bannermen) but more of cash, prestige and hostages.
Eleventh, increase the strength of the various pirate lords of the stepstones, same reason as Eight or Ninth suggestion.
Twelfth, I kinda posted this on general discussion, but there should be a large number of bonuses (positive or negative) for every unit type on every type of terrain, with differences on whether they're attacking or defending.
Thirteenth, command modifier bonuses for each military type trait (e.g. misguided warrior, trained soldier, or stuff like unyielding or inspiring leader).
Example:
tough_soldier = {
attribute = martial
education = yes
martial = 3
learning = -1
combat_rating = 2
health = 0.5
command_modifier = {
morale_offence = 0.03
morale_defence = 0.03
speed = 0.04
retreat = 0.02
pursue = 0.06
defence = 0.06
damage = 0.02
}
leadership_traits = 1
}
skilled_tactician = {
attribute = martial
education = yes
martial = 6
intrigue = 1
stewardship = 1
learning = -1
combat_rating = 2
health = 0.5
command_modifier = {
morale_offence = 0.06
morale_defence = 0.06
speed = 0.08
retreat = 0.04
pursue = 0.12
defence = 0.12
damage = 0.04
}
leadership_traits = 2
}
trickster = {
leader = yes
command_modifier = {
random = 0.3
}
}
organizer = {
leader = yes
command_modifier = {
speed = 0.2
retreat = 0.1
}
}
Fourteenth, greater number of child related events that create (MORE) long lasting friendships and rivalries between family members or wards. It's kinda weird that characters can view their mothers on an "acquaintance" level, etc.
Fifteenth, there should be three stances (could be termed as modifiers) for a character assigned a command that enters a battle. Fighting, Mixed, or Leading. What I mean is that a character that plunges him/herself into a melee cannot be in a position to give orders anymore. First stance will trigger more duel events, second will trigger events for duelling and leading will last will be purely "leading". By "leading" events I mean adapted events from the game focus chain for chess. So, stuff like "I send my cavalry to attack flanks", or "pull back my center" or stuff like that. There will be a random chance based on level of martial traits and score for the success of these maneuvers and if flagged as such, will give morale bonuses or damage to enemies (so it's like the Dracarys fire events but this time through good commanding).
Sixteenth, there should be a decision for a commander not moving and on certain terrain with certain commanding levels to decide to "set up an ambush". This will be an event chain that will trigger when an attacking army finally meets the static unmoving army. Depending on random chance, enemies' abilities, and yours, the ambush could be pulled off and will inflict massive morale damage and physical damage on enemy attacking army (army that moves IN to a province with an army already passively staying there).
Seventeenth, ability for a character to focus on getting away from a battle (in line with third suggestion). Will have infliction of the coward trait though.
Eighteenth, in line with the raid cb, please create more cb's with only prestige, piety, cash, slaves (?), hostages, and good/bad relations on the line but NOT territory. Allows more stuff to do without allowing a realm to get too powerful.
Nineteenth, in line with Sinstar's mercenary adventure mods, a whole chain and chains of events for people who choose to go on a mercenary adventure. This is because Westeros united is SOOO boring..,
Twentieth, far more lucrative trading posts and palaces, with related intrigue plots for characters in the Free Cities. More cb's that fit their line of culture, but again, NO TERRITORY at stake.
Twenty-first, all tourney events should have multiple chains of activities, from on-on-one duels, archery contests, wrestling, melee's, melee's on foot, jousting, the whole bonanza.
Twenty-second, building chains for every culture that constructs a levy that maximizes their respective martial traditions. For example, Dornishmen have 10% bonus to all light cavalry, light infantry, and archers, but have less heavy infantry and cavalry so on so on. The thing to get rid of are bland basic unit types that are common for all cultures. So (example only) heavy infantry from iron islands have greater morale while those from stormlands have better defense, etc. etc. Every culture has a variation of every unit type.
Twenty-third, all offices should be valued, lucrative positions with event chains associated to who gets who, and how they fight over it. There should be chances for the player to engage in corruption or abuse of power while in those offices. I recommend the High offices (master of the ships, laws, etc.) to be given titular titles of those offices and whole chains of what to do in those positions.
Twenty-fourth and last. A reassessment of the economy in AGOT and a fixing of the prices of everything from education of kids to mercenary companies. There was a time when giving an education was more expensive than supporting a war effort for 5 years. The lords of westeros should be very wealthy, even those with brown rings (lower than counts) such as barons should be wealthy enough to actually DO stuff. Of course, in proportion, that means the free city magnates and the lords of the east were billionaires...
Everything here are just suggestions., I hope some of them might be implemented, or the spirit behind them will.