- Some kind of AI armies, instead of fief-only. (if it's even possible)
- Delete all Cities, period. They're much more annoying to siege than castles. Even if you manage to dominate the defenders, they'll just play cat and mouse with you.
Start the round with equipment heavily discounted in specific regions (ex. Arabic in the desert, Nordic in the north, horses in plains/steppe, and heavy armor near mountains) to jumpstart the action and add new strategic / roleplay elements.I like the idea of that, but it might be a major pain in the ass to code that.
Example improvements you would suggest: Faster Spawn Time [So All Troops are Used], Increased XP Ticks by 50-70%, Gain Gold/Silver Ticks for Strat Battles, Limit Time for the Type of Battles: Village [30 minutes], Castles [60 minutes], City’s [120 minutes], Trading improved or at least try to focus the game on war instead of trade. Less fiefs if possible or more varied locations. Maybe go back to one map.
Fully AI army is probably not possible. A game master is definitely possible. Prof toyed around with the idea of doing it a bit himself already.
I think it's almost pointless to apply for a Council spot if you're an EU player, though I've some suggestions for the applicants and future council members to take note of.
Will be closing applications and starting the decision process on Sept. 30th.
Really liking the idea of Game Masters for each side of strat. Gonna flesh out this idea with the council once it is selected.
Example improvements you would suggest: Me being reinstated as Trailer Park Supervisor, every day is liquor day
trailer park supervisor is my in game title u fuckin imposter i grew up down the road from THE park
Essentially there are pirates, and theres an open timer until a raid. It randomly selects one person as the raid target. BUT, you can pay to have them hit someone else instead. So if the raid isnt set to you, you have no reason to spend money unless they decided to swap the target to you. This leads to bidding wars that can take up a lot of resources since an early game pirate raid can be pretty tough to deal with.
Could be used a similar way via silver bidding (although this would make small factions screwed more) or through anonymous polls on the forum (still would benefit larger factions). A way to fix this would be if you got raided, you can't be raided again until every other faction has been therefore everyone would get hit at once. IDK just some ideas
An idea for the Game Master (tm) would be to have a system similar to Sins of a Solar Empire: Rebellion. This may be in other SOASE games but thats the only one I've played. Essentially there are pirates, and theres an open timer until a raid. It randomly selects one person as the raid target. BUT, you can pay to have them hit someone else instead. So if the raid isnt set to you, you have no reason to spend money unless they decided to swap the target to you. This leads to bidding wars that can take up a lot of resources since an early game pirate raid can be pretty tough to deal with.
Could be used a similar way via silver bidding (although this would make small factions screwed more) or through anonymous polls on the forum (still would benefit larger factions). A way to fix this would be if you got raided, you can't be raided again until every other faction has been therefore everyone would get hit at once. IDK just some ideas
Start the round with equipment heavily discounted in specific regions (ex. Arabic in the desert, Nordic in the north, horses in plains/steppe, and heavy armor near mountains) to jumpstart the action and add new strategic / roleplay elements.
I like the idea of that, but it might be a major pain in the ass to code that.
Overlaying some sort of essentially Highway System over the map that would allow anyone to negotiate the terrain without having to adjust/check in on their route every 4 hours (or lose a lot of idle time on the map)...Think more formal trade routes.This would be good idea- cut some roads through the woods and mountains so direct travel is easier. This would lead to choke points that armies could watch for enemy caravans, plus ambushes could be set in the woods beside the roads.
Name in Strategus: Bryggan or some version of it
Strategus Rounds Participated: 5,6 and 7
Affiliated Strategus Factions Current/Historical:13 Knights, KotN, and various merc agreements
Why you want to be on the council: So I can claim to be leader and do no work yet take all the credit for anything positive we achieve.
Example improvements you would suggest:
I'd say divide the armour into 5 or 6 tiers with each tier having the same stats (for strat only) so factions can choose their style without having less armour points.
Retreating should leave you with whatever men you have left plus the broken gear you would have got if you had just lost (or at least something!).
Fiefs should generate silver so owners don't have to trade, and afk owned fiefs will be worth taking.
Have fief production based on fief population.
And (probably the least popular) get rid of garrisons and fief population growth. Make players have to convert troops into population to A) increase rents B) increase production C)defend. Put population caps at 500 for villages, 1500 for castles and 3000 for cities (with no reinforcing (and no raids, obviously). This would force more field battles as defenders would sally out to try prevent sieges, and afk factions just couldn't put 30,000 men in a castle and leave.
But I see a lot of other brilliant ideas in here, and would like to work with you guys to maybe put a little strategy into strategus.
Are you Kesh in disguise come to lay ruin to Calradia (Y/N): No, but I am a Kesh wannabe
This would be good idea- cut some roads through the woods and mountains so direct travel is easier. This would lead to choke points that armies could watch for enemy caravans, plus ambushes could be set in the woods beside the roads.
Name in Strategus: Bryggan or some version of it
Strategus Rounds Participated: 5,6 and 7
Affiliated Strategus Factions Current/Historical:13 Knights, KotN, and various merc agreements
Why you want to be on the council: So I can claim to be leader and do no work yet take all the credit for anything positive we achieve.
Example improvements you would suggest:
I'd say divide the armour into 5 or 6 tiers with each tier having the same stats (for strat only) so factions can choose their style without having less armour points.
Retreating should leave you with whatever men you have left plus the broken gear you would have got if you had just lost (or at least something!).
Fiefs should generate silver so owners don't have to trade, and afk owned fiefs will be worth taking.
Have fief production based on fief population.
And (probably the least popular) get rid of garrisons and fief population growth. Make players have to convert troops into population to A) increase rents B) increase production C)defend. Put population caps at 500 for villages, 1500 for castles and 3000 for cities (with no reinforcing (and no raids, obviously). This would force more field battles as defenders would sally out to try prevent sieges, and afk factions just couldn't put 30,000 men in a castle and leave.
But I see a lot of other brilliant ideas in here, and would like to work with you guys to maybe put a little strategy into strategus.
Are you Kesh in disguise come to lay ruin to Calradia (Y/N): No, but I am a Kesh wannabe
This would be good idea- cut some roads through the woods and mountains so direct travel is easier. This would lead to choke points that armies could watch for enemy caravans, plus ambushes could be set in the woods beside the roads.