433 turns into a campaign, and I am again calling it quits out of frustration. 46 regions controlled out of the necessary 40; all I needed to do was take Jerusalem and win. But like an idiot I decided to "play the game" and not go for the win, and so it ends like the rest. What I've meticulously clawed and scraped together over hundreds of years of careful diplomacy and unrest management falls apart because the "mercenaries need payment" from one turn to the next, as global plague that hasn't even yet afflicted the entire nation and hasn't yet reached the capital swings the nation's income by at least 100,000 florins (I don't know the exact number, but going from "embezzlement" + 30,000f before to -50,000f after is a very large swing). Once the plague ravages its way through, this will probably increase to around 200,000 florins.
Is it
possible to overcome it and recover? Sure. I could save scum my way to victory. I could delete exactly the right number of units and buildings in exactly the right places to make sure I don't lose anything significant and can still fight the wars I'm currently fighting, while preempting the opportunists on my borders, and to make sure long dead nations don't suddenly pop up in the middle of my nation (as they did when I pressed next turn), but I don't want to. I'm done. The rule was "no reloading for
any reason" and I already broke that rule just to see if it was possible to avert catastrophe. So here's where it ends - 1 turn before the mercenaries need payment and 2 turns before the collapse.
Here's what I would conclude from my experiences.
1. Unrest in large settlements is
way too high.
1a. Why do "wall" improvements have a static -30 order penalty? Shouldn't this be reduced for larger settlements & better walls? e.g. Shouldn't your people be
happier if the exact same population is in a larger & better defended settlement with the exact same amenities?
1b. Citadels shouldn't have Agricultural Estates. Agricultural Estates in citadels reportedly give +8 +4 food production. This is more than those in Large Cities (+6 +1). It's even more than those in metropolises (+9). This results in a massive population boom in citadels that is practically impossible to counter due to the lack of order-increasing buildings. The Agricultural Estate isn't necessary to build to anything within a citadel, so all it does is tank your order while precluding other more useful money-generating buildings like ports and markets. As a player, you can choose not to build it, but you can't destroy one that's already built, meaning any citadel you capture with an AI-built Estate becomes a constant drain. e.g. The Romans built an Agricultural Estate in Adrianoupolis. Just to maintain a 75% order in this 99% catholic settlement that I've held for over 50 years, I currently have
one thousand two hundred sixty-four men garrisoned there. and this is a settlement
without ports or markets. not including free upkeep, that's 6932 florins to maintain order in a settlement that generates, at best, 3000-4000. a ridiculous drain on resources thanks to RNG.
1c. Order from garrisons is proportional to population, meaning that even a
full army is insufficient to maintain order. nonsensical.
1d. It shouldn't be
required to delete all ports, markets, and trading facilities when capturing territory, especially territory that is of the conqueror's religion. The AI doesn't have to do this; neither should the player.
2. Plague can make settlement income go negative. not sure what to do about it aside from manually blowing up buildings; it's just incredibly annoying.
3. The Mongols are substantially more contained in this version. As they expanded, they started having major issues with rebellions. This allowed Georgia to reappear after having been annexed. It also allowed other bordering nations to take rebel provinces that previously belonged to the Mongols. At this point, 100 years into the invasion, I'd say it's a nice tradeoff between quantity on the Mongol side and quality of heavier units and knights for most of their opposition. When the Mongols besiege a poorly-garrisoned settlement, they take it. When there's opposition, the Mongols are generally driven back.
4. Usurpers / heir apparents need to be removed. As a player, I will immediately suicide them into rebel armies, meaning that from the player perspective, they add nothing to the game aside from serving as a newbie trap. The AI doesn't seem to have to deal with them, and so, for a player, dealing with them is a waste of time and adds nothing to the game.
5. Catalan rebel spam. I'm not sure if this is intentional, but Catalan rebels spawn repeatedly by event. If left alone, additional event firings don't do anything. Eventually I just ignored the rebels and the event.
6. Roman lords spawn in Hellas, even when the Romans do not own Hellas.
7. Witches/prophets/etc. are still too powerful. If my maxed out cardinal only has a 50% shot against a middling heretic, why in the world would I risk using the
intended game mechanic when I can just waste my time smothering the heretic instead? Even a low level bishop should
have a chance against a 'more powerful' heretic instead of the guaranteed fall of the bishop to heresy. i.e. a low level bishop should have a
fair shot against a high level heretic
, and a maxed cardinal should be practically a guaranteed win.
8. The AI's pop bonus seems too high. The only thing limiting the AI's ability to spam-upgrade its settlements is money; even with insufficient settlement improvements, it can still meet the population thresholds. (see: citadel spam)
9. Improvements that give
equal amounts of +population and +order should provide slightly more order due to the synergistic effects of population on unrest.
10. The Crown system needs work. As I mentioned before, the best thing to do right now is avoid it entirely, even if you meet the requirements.
11. Compared to previous releases, the early game seemed easier, probably due to increased money. Various bug fixes regarding unit production, recruitment, and upkeep have made turns 60-200 substantially less of a headache. Most of the other considerations from before remained the same, for better or worse. Over all it was a good campaign while it lasted.
12 (edit). The cap on the number of generals seems a bit low. Once you reach the cap, the game seems to stop generating children. This means that for small/mid-sized nations, you reach a point where there are no children being generated, the wives of lords grow past childbearing age, and then as your generals age and die, there's a 15-year gap where there are no new lords to replace them aside from possibly adopted children. Perhaps the restriction on men of the hour not being generated/recognized could be removed? Or perhaps the number of children could be increased
above the restriction on the number of generals by 2 or 3?