Improve Warfare Diversity
guys improved the multiplayer experience of Knights and Merchants. Also i can't wait to see what good
stuff you are transforming the single player too!
Now on to my constructive criticism

I have played some online matches now (and a lot of single player too) and I feel the game doesn't
allow for much warfare or combat diversity. I noticed how the only way to win or at least hold your ground
is to build crossbowmen as quick as you can. Going for iron at the start seems the only way to win or play
a decent match. In other words; a military focused strategy seems to be the only way to win.
Now i'm just going to share my thoughts on how I think the current game prevents warfare diversity. But I'd be
harsh to just point out the problems and not come up with some ways to solve it. So after pointing out what I
think is problematic, i'll point out how - again, I think - these problems could be solved.
*Some of these points might be impossible to implement - I don't know. But you guys have done awesome work so
far already, so I'm going to write this thinking you guys are almighty!*
*Certain suggestions have been suggested before, but for the sake of the 'completeness' of this post and my reasoning
I am going to suggest them again - please don't get annoyed by it!*
*Note: I use the word archers to group together the longbowmen and crossbowmen.*
1 Problems
1.1 General problems
Knights and Merchants has some great potential, that isn't being exploited as much
it could be. For example take the positioning angles with which military units are moved
and placed. These positioning angles already add to warfare, but not much. At the moment it
only means the difference between getting shot at and being safe.
You'd say it makes the longbowmen and crossbowmen vulnerable to attacks from the rear,
but it doesn't; the direction in which they fire can be changed in 2 seconds.
And militia sneaking in from the back while be shot dead in a couple of seconds.
A second problem is, to my opinion, the fact the enemy can always see your movement. Even if the enemy hasn't
explored the territory yet, they'll see you coming in time to turn around their units. Now I think this is especially
evident when militia succesfully get behind archers rears and when they march in all of the militia get shot before
getting anywere near the archers.
A third thing is the difference between metal and leather military units. First off I find it rather
strange how metal units (for example: crossbowmen) can be produced way earlier than their leather counterparts.
Taken that metal units are stronger. Now if crossbowmen could be produced earlier than longbowmen, you'd say
longbowmen should get something in return right? (i'll get back to this later).
An exstension of this is that there is nearly nothing that can withstand metal units. I think there should at least
be some way to withstand them in early gameplay - except for using exactly the same build en combat (warfare) strategy.
Another thing is the amount of servants wandering around in your camp. After, say, 40 minutes of gameplay your camp
is probably already swarming with servants. At a certain point they and their paths become unmanageable. To be precise
building more servants seems to become counterproductive; they'll only slow down other servants and make it impossible
for your army to move from one side of your city to the other side. Not mentioning the amount of food and wine they consume.
Now I see how having servants adds to the game, but at a certain point (let's say 60 servants or more for now) it simply doesn't add
to the game anymore. It's not making the game anymore fun, instead it rather seems to do the opposite.
1.2 Minor problems.
Towers. They only seem to be useful to keep single enemy soldiers out of your town (taken it's not an archer type). During
the game you find that most of the towers you build had simply no more function than keeping the enemy at a distance for a few
minutes.
Now those few more minutes can be helpful indeed, but that usually is the function of a wall, not a tower.
Archers, mainly the crossbowmen are over powered. It's just weird when having only crossbowmen in an (early) combat
they can still easily win from a group of militia or berserkers twice the size. I can't see how it is fair or realistic
With large armies there often is little maneuverability. This also implies when the enemy has a large army and you don't. There's
just no way - on most maps - that you could get some spies, knights or vagabonds past the enemy and harass some archers.
1.3 In short.
Little room for different warfare (that means both constructing en combat) tactics.
Positioning angles not making the game as interesting as it could.
Metal units produced to early.
Leather units are produced later and get not a single advantage for that.
Nothing withstands metal units.
To many servants wandering about.
Underpowered towers.
Overpowered crossbowmen.
Large armies = little maneuverability.
2 Suggestions.
"Little room for different warfare (that means both constructing en combat) tactics."
you might have noticed that all the other mentioned problems - in my opinion - create
this inflexibility. So that's why i have few words for this specific point and rather
make suggestions for the 'building blocks of this problem'.
2.1 Fog of war.
Would help with the following problems.
"Positioning angles not making the game as interesting as it could."
"Overpowered crossbowmen."
"Nothing withstands metal units."
"Large armies = little maneuverability."
It would increase chances of cheaper units (take spies or vagabonds) being able to
take on metal units. For example an enemy using early metal units (that most often means: crossbowmen)
can now be countered by some spies or vagabonds maneuvering around and assaulting from the rear, instead
of only being able to counter the enemies crossbowmen with your own crossbowmen.
Thus balancing the power of archers.
It would not take the archers strength, but it would add some weaknesses to them. Making combat way more
fun and interesting if you ask me.
In addition it would allow players with smaller armies to cut off the food supply from the enemies larger
armies. That way there are more ways to win a battle than just building a large army. Making the game
extremely interesting i think.
2.1.1 Great line of sight.
On your website you suggest attributing a large sight radius to units when implementing fog of war.
On it's own this is not a bad thing, but I do think the center of the radius should be moved. So that
their main visibility is in front of them.
This would help using tactics where one attacks archers from the rear being more succesfull. Which is
balancing the archers, adding to the amount of combat strategies one can use and completly realistic
in my point of view.
2.2 Town Hall.
"Nothing withstands metal units."
Now i'd suggest adding the city hall, but

(Leave the barbarians and stone throwers out.) These weaker units allows a more economy orientated player to withstand early
crossbowmen rushes. Later on in a match the town hall will become useless this way, but did allow players
to use a different play style.
I am aware that a lot of you are oppossed to the idea of the town hall being added again. But this would seriously
balance the odds in early warfare (if you remove the barbarians and stone throwers from the town hall),
and makes the town hall worthless later on as most would like to see.
2.3 Longbowmen range.
"Overpowered crossbowmen."
"Leather units are produced later and get not a single advantage for that."
Increasing the range of longbowmen allows players to build a counter for crossbowmen. However since all
the other units have way more defense than archers, this shouldn't overpower the longbowmen when fighting
other metal units. For example knights can still easily march in with out to much casualties and massacre
the longbowmen.
2.4 Tower range.
"Underpowered towers."
"Nothing withstands metal units."
I think the range should be taken to a width were they could should the front row of a group of crossbowmen.
This is fair because;
The crossbowmen that are left can take steps forward after losing the front row and make sure no new stones
can be brought to the tower. Thus allowing a tower to at least kill 4 or 5 archers before being burned to the
ground.
Again it is more than realistic that a defense tower can hit an archer, in fact a tower should be able to shoot
much further in the real world. So just making them able to hit the front row is more than fair.
2.5 Movement speed of leather units.
"Leather units are produced later and get not a single advantage for that."
"Large armies = little maneuverability."
As metal units are stronger and can be made earlier than leather units, it would be more than fair (and realistic)
to make up for the weaknesses of leather units by increasing their movement speed.
It would also make scouts or vagabonds more capable of countering longbowmen with a frontal charge if my earlier
suggestion of increasing the longbowmens range is accepted (Just to balance out this increase of the longbowmens
abilities).
2.6 Movement speed of servants and workers.
"To many servants wandering about."
"Large armies = little maneuverability."
If you'd increase the walking speed of servants by, for example, factor 1.5 it would mean that less servants are needed
for the same amount of work. Thus lessening the need for servants. Less servants means less bloccades through town
, which would increase their efficiency and speed even more with out having to take their speeds to unrealistic limits.
This would increase how manageable a town is without having to give more control over the economy.
Next to that less, servants would also mean that your own soldiers can cross town easier - something i'd highly value.
Another consequence is the fewer need of roads. This would allow players to use their space more efficiently.
And perhaps leaving more space for combat maneuverability.
2.7 Even bigger maps
"Large armies = little maneuverability."
I don't think i'll need to explain this? It would simply leave more combat zone.
2.8 Conclusion
As I said before; Knights and Merchants has come with a lot of potential. However most of it remained
unexploited by the original programmers. I feel the changes suggested here will improve upon what was
already there, rather than change the game.
Well that's about it!
Please comment and critize! As long as you think about it, i'm happy!
I hoped i have been able to bring a coherent story and draw 'the big picture'.
I hope it helps define goals to improve the game (and with it warfare diversity) above all!
Keep up the good work remake team!
BaggyJeans
P.s. I know it's my first post and I'm not trying to be a know it all. Most of you
have been round long, and I humble in your presence
