The game's solid, but it's got the potential to be the ultimate in its genre. So, after clocking in hundreds of hours, here's my wishlist, or let's call it some serious "begging." 1. The Map: The map should be bigger, especially in Europe and the Middle East. I get it; those spots are the hotspots of medieval times, but why not go big? Expand into the entire Asian continent, bring in Indian kingdoms, China, Mongols in their turf, not just in Persia. Add ancient cities like Samarkand, Bukhara, Varanasi, and throw in the mix Ghana Empire, Kingdom of Siam, Kingdom of Benin, Abyssinia in Africa. Sure, Europe's the star in this game, but imagine the thrill of playing as the Kingdom of Poland, deciding to launch a campaign to India or way down south in the African Savannah. It's not always about map painting; sometimes, it's just about soaking in the diverse cultures and landscapes, interacting with different cultures, having merchabt caravanes travellingalong the silk road, wonders like the great wall of China. So, let's roll out the entire Asian continent and more of Africa a d northern europe. And hey, can we finally get those war elephants, Samurais, and Chinese firelancers? Of course, expanding the map needs to come with a package deal—more goods, unique province features, the whole shebang. And hey, toss in more cities like Malaga, Cadiz, Algesiras, Valladolid, Carmona, Braga, Ceuta, Meknes, Mazagan, Timbuktu, Jericho, Beirut, and Memphis (Egypt). Let's talk rivers. Pump up their size—Nile, Euphrates, Volga river. And add Lake Tiberias and the Jordan River. 2. Buildings: - Cities shouldn't be cookie-cutter; spice it up! Throw in unique architecture for Constantinople, Jerusalem, Rome, Baghdad, Cordoba, Mecca, and Medina. - Let players get their city planning hats on. Kings build new cities, garrisons, strongholds—let's make that part of their legacy. And hey, make buildings like ports and garrisons visible. 3. Provinces: - Flexibility is key. Province size shouldn't be a one-size-fits-all deal. Time to give players some room to Sykes-Picot the thing. 4. Natural Events: - Shake things up with sickness, diseases, droughts, and famine. Let the medieval world throw some curveballs. 5. Royal Family: - Male royal members should roll up their sleeves based on their class, governing cities without hogging a Royal Court slot. Sure, the production might not spike, but stability matters. Ungoverned provinces? Nah. - Family ties shouldn't vanish once the heir takes the throne. Let them stick around, age with the king, and pop out a couple of kids with randomly assigned classes. Expand that royal family screen, add a large family tree, and a history of the house—complete with each king's achievements. - Characters need their own traits. No more one-size-fits-all. - Education matters. Toss in more options. Shape those sons into the leaders they're meant to be. - Kings should pick their heir. If the firstborn's not up for the job, time to shuffle the deck and name a worthy successor. - Expanding the royal family saga opens up new challenges and scenarios. Time to make the throne a bit more lively! 6. Seas: - Let's see life on the seas! Visible fishing ships, merchant ships, and even ships carrying pilgrims or diplomats. - Introduce a Royal Fleet, make ports and fishing villages visible, and bring in coastal guards to keep things interesting. - Ships shouldn't be a dime a dozen, especially warships. Make building them a hefty expense, not an easy-access privilege. - No more armies magically converting into ships and landing wherever. It's port or having enough small boats on the ship to land the troops. - Ports become strategic war hotspots. Capturing them becomes a game-changer. - Make pirate ships visible, and tie them into the mechanics of mercenaries, crusaders, and rebels. Kingdoms with pirate havens can strike deals with them, attacking only ships from kingdoms that have no agreement or kinship with them. - Bring in an admiral skill—like, a Marshal who knows his way around warships. This beefs up not just land battles but also naval encounters. 7. Leisure Time: - Kings need some downtime too. Add options for feasts, hunting trips, and tournaments—expensive but a solid boost to crown authority and happiness. - Inviting kings to weddings. You can decline, accept, or send someone in your stead. The lower the position of your envoy, the more it stings as an insult. 8. Army: - Adaptability to Environments: - Troops should be ready for different terrains—desert, snow, sea, mountains. Kingdom armies should excel where their lands are, suffering losses and morale drops if they march into unfamiliar territory. Adapting takes time. - Provision and Natural Resources: - Desert troops need water; there's no free pass. Oases, freshwater sources, wells, and villages become vital stopping points. - Add an action for armies to get food from the closest city or stronghold. Line of supply matters—enemies could disrupt it by attacking supply caravans. Keep that supply line open during war for a smooth operation. 9. Royal Court: - Marshals should have let's say three lieutenants. Marshals can send these lieutenants to besiege or attack with a simple drag and drop lf the troops available in the marshal army. Plus, they can earn promotions to become Marshals themselves. - Give kings the power to call all the Marshals to arms, allowing the king to lead the entire army. - Kings can't just ditch the capital without consequences. A penalty and serious stability and happiness drop ensue. Cue the second in command—the Hand of the King, Grand Vizier, or Lord Chancellor. Any Royal Court or family member can be promoted to this crucial role. - Enable the king to enact reforms, such as granting royal pardons for a specific number of imprisoned criminals. - Implement an action for governors akin to a witch-hunt but targeting criminals, rebel leaders, and foreign preachers. - Introduce another action for spies to gather information on other members of the Royal court and Royal family. - Generate messages regarding individuals who might complain about the sole governor's unjust actions. - Incorporate religious holidays like the Day of the Lord and Friday prayers. Failure to attend or celebrate should result in a substantial penalty and a drop in crown authority. - The king's second in command must ensure compensation to the families of soldiers who died in battle. - Introduce an option to request debts, allowing negotiation of the period and method of payment. Refusal to pay debts can serve as a justifiable reason to declare war. 10. Battles: - Let's rethink the capturing point in tactical battles. It's like a game of catch me if you can, and that's not everyone's cup of tea. How about making it a fight till the last man, or someone surrenders or flees? - Spice up battles with duels. Challenge the enemy for a one-on-one showdown where the winner takes it all. Pick your commander, whether it's the king or prince, with a list of fighting skills, attack/defend commands, and no guaranteed outcomes. Killing the enemy army leader might not end the battle if they have a charismatic lieutenant. - Trench warfare should be a thing. Build trenches strategically and try to lure the enemy into unfavorable terrain. - Siege battles should be a classic affair, with the challenge depending on geography, strategy, manpower, weapons, and leadership. Attack with catapults, trebuchets, battering rams, ladders, and siege towers, which is another cool siege weapon that must be included. Defenders use arrows, catapults, trenches—the works. It's a fight until one side prevails. - Introduce a "surrender" option, adding another layer to the dynamics of warfare.
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