Author Topic: Different way to nerf militias  (Read 10039 times)

feyeleanor

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Re: Different way to nerf militias
« Topic Start: December 01, 2017, 01:37:59 AM »
1) Heroes and captains both boost the performance of player-controlled units so I don't think the comparison is accurate, and there's a lot more variability in militia performance in successive battles if they've retreated or are scattered than with player controlled units.
2) Militias for the most part are immobile so have a more settled existence than player-controlled troops. They always have a place to live, first preference for any food and presumably local attachments.
3) Most cities are not Oligarch and will not resist a sustained siege by a single realm committed to their capture. Having spent my entire BM career on the receiving end of gangup wars whilst practicing the black arts of defensive warfare I've never seen any evidence that the gangups occur because the victim has unconquerable cities.
4) Sieges could be handled with a new unit stance besieging which if all defenders are in normal or defensive would establish a siege and put the onus on the defender to attack (as with a TO) and lose the advantage of walls. During the siege food couldn't be moved into or out of the region. Enable the Black Market for traders and this could allow them to smuggle a proportion of food offers into the city at a sizeble profit siphoned direct from the region's tax office.
5) There are still a few Priests and they make great Diplomats due to both having Oratory as a primary skill. I'd like to see more of them and think priests shouldn't count against a player's noble character count.