So in my current campaign I just found myself a target of a viking prepared invasion and it was very fun! Nice to see the game still has some challenges for you, even after you hit emperor-rank.
This got me thinking about the invasion mechanics. As it stands now, characters who are huge landowners, be they counts or dukes (and I think even kings with a small number of holdings) are able to launch prepared invasions. However, if my understanding is correct, the invasions that the game tries to simulate were, in real life, generally led by people who did not own larger tracts of land (i.e. in-game barons and counts).
They were mostly led by people who stood to gain little by remaining where they were and, once raiding Christian lands became the hottest craze of the time, decided to take it up a notch and not just take other people's wealth, but also their land. Afterall, if you're already a jarl, why would you leave your holdings unattended to chase some pipe dream across the sea? Obviously there were exceptions to this, and I'm no expert, so feel free to correct me anytime.
So, to get to the point, I think some tweaks could be made to the prepared invasion mechanics. To better simulate the feel of "uprooting your tribe and carving a kingdom across the sea", prepared invasions should:
I'd also add one last mechanic: instead of keeping your old lands after having a successful invasion, and thereby creating something of a mini proto-maritime empire of sorts, maybe you should lose them. It could work kind of like a reverse Crusade, where in, upon achieving victory, you can appoint someone to rule your old lands (instead of the newly-conquered ones), which would be independent, but have an alliance with you.
I believe this would capture that "uprooting" feeling and flavor I mentioned before, and give players better dilemmas for their expansion strategies: do I stay put in Scandinavia and try to unify it, or do I leave it behind and become a king in my own right? Currently, the answer to this question is "why not both?" and that's not very interesting in a strategy game, if you ask me.
So, sorry for the long post, but what do you think?
This got me thinking about the invasion mechanics. As it stands now, characters who are huge landowners, be they counts or dukes (and I think even kings with a small number of holdings) are able to launch prepared invasions. However, if my understanding is correct, the invasions that the game tries to simulate were, in real life, generally led by people who did not own larger tracts of land (i.e. in-game barons and counts).
They were mostly led by people who stood to gain little by remaining where they were and, once raiding Christian lands became the hottest craze of the time, decided to take it up a notch and not just take other people's wealth, but also their land. Afterall, if you're already a jarl, why would you leave your holdings unattended to chase some pipe dream across the sea? Obviously there were exceptions to this, and I'm no expert, so feel free to correct me anytime.
So, to get to the point, I think some tweaks could be made to the prepared invasion mechanics. To better simulate the feel of "uprooting your tribe and carving a kingdom across the sea", prepared invasions should:
- be limited to count-level rulers (seeing as we can't play landless characters or barons);
- have a drastically lower limit to the maximum number of holdings in the invader's realm;
- require a fairly larger amount of prestige, as well as some gold, so as to limit the chance of every two-bit viking attempting this every month; and
- have more generous troop events, to ensure that the invader has a fighting chance with all the new restrictions proposed above, seeing as the event troops scale with realm size.
I'd also add one last mechanic: instead of keeping your old lands after having a successful invasion, and thereby creating something of a mini proto-maritime empire of sorts, maybe you should lose them. It could work kind of like a reverse Crusade, where in, upon achieving victory, you can appoint someone to rule your old lands (instead of the newly-conquered ones), which would be independent, but have an alliance with you.
I believe this would capture that "uprooting" feeling and flavor I mentioned before, and give players better dilemmas for their expansion strategies: do I stay put in Scandinavia and try to unify it, or do I leave it behind and become a king in my own right? Currently, the answer to this question is "why not both?" and that's not very interesting in a strategy game, if you ask me.
So, sorry for the long post, but what do you think?
Last edited: