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Unless the building recruiting is mostly disabled (Which I did in my immersive bretonnia mod), the rank requirement needs to be in-line with building level.
If the requirement is too high (was the case before last week's update), player will rarely use it as it is better to recruit directly.
There are balance issues, yes, like Infantry takes much longer time to lv up than archer & cavalry; certain factions can pile up rank buff and rank up more easily (like Cathay). Will continue to adjust and nerf or buff some requirement.
Then many complains they cannot lose one army in late game. And I have had similar complains in my bretonnia mod, so have to add various late-game buff to mitigate that.
XP should represent veterancy ONLY, it doesn't effect armour, range or damage values at all, just attack/defence/leadership/reload - mental & skill based stats. These shouldn't be lost just because you get a better weapon or a new set of armour.
My ideal balancing for the warband system would be:
- Only upgrade when garrisoned.
- Only upgrade to units that you can recruit.
- No XP loss for upgrading, but much slower XP gain for units across the board, so that each level felt much more significant.
But that's all idle speculation and not anything I actually hope to see implemented, love the mod as it is!
Most high tier unit represents veteran elite troops of the faction's roster. Chosen are not just generic chaos warriors who fortunately obtained high quality armors. Greatswords are not Empire swordman with big sword (they are actually elite bodyguards for electors, FYI). Temple guards are not saurus warrior who happened to have fancy gears.
While I understand the argument of not reducing ranks too much, some factions are ridiculously strong with this, so I wish there was an alternative version that works similar to the original OP, Deviant, suggested it should work.
I was hoping to use this mod soly for the immersion but if this exists still it truely breaks the balance in the process (Fully)