Which is great for him. And It's something to praise the game for. I want it to go even farther. Trenches, hill forts and the social/economic factors that lead people to one solution or another.
AI is more stupid than people. Still, in reality too, defenders had a huge advantage over the attackers. Some castles could be defended with 20 men keeping out 200+ people.
@@rainforcer1 I usually don't like catapults and cannons in medieval games. They're always overpowered compared to real life. Because they're added as a really simple counter to walls. Even though in reality it would take even trebuchets and cannons a long time to destroy a wall segment. Of course, with wooden palisades catapults and cannons would be a lot more effective. But against an earth-packed granite wall? You might knock off some parapets but that's probably about all you'll do unless you plan to sit there lobbing rocks for half a year or longer. And even if destroyed, you don't have a big hole in the wall that people can march through, but rather a pile of rubble that attackers would still have to climb... whilst being shot at and having things thrown at them from the walls on either side of the breach. But often it would just become a back and forth of damaging the wall and repairing/re-enforcing the wall. A common realistic way to bring down a wall during a siege, was to dig tunnels from the circumvallation to right under the wall and then making it collapse into the ground. The defenders (and even citizens) would often listen for digging sounds at night, and even dig counter-tunnels to make the besiegers' tunnels collapse. Sometimes tunnels would even meet and there would be an underground skirmish.
@@NLTops Going Medieval is the worst when it comes to this. Siege engines took a long time to set up, but in some games they just appear out of nowhere. Hell, Ghost of Tsushima has the mongols setting up a variety of siege engines just to harrass farmers.
@@josefstalin8069he’s not hating on the game, he’s just saying the reason for this video is existing is to show off the feature within the game, and to show off the realism
@@enderfloisand7143 that fck is even supposed to mean ? CASTRUM weren't forts, it's fact. Castrums were fortified accampaments which eventually were developed to cities. Nothing to do with concept of forts.
@@SavetheSheep 1000? Do you think people were that stupid over 100 years ago? Lol. There are historical documents regarding fortifications much older than that.
Read some excerpts from many ancient texts teaching war and tactics and it really just screams simple stuff to us like: "Don't fight a bigger force" "Dont let your enemy eat or rest" "Bluff" "Hills are really good" "Seriously stay on the hill"
why does everyone think he just discovered this (unless this is sarcasm and I'm a dumbass) he's just telling people forts are op in manor lords not forts are op irl you don't see many medieval games like this using forts like irl and manor lords
@@Lp-army1 I mean forts were op specially when you can somehow create one in an instant like the wagon fort, but i said that he was ceasar as more of a joke
I realy hope they gonna add a lot of different wall desogns and tirret designs with different materials to upgrade. Wuld be amazing if it culd have total war like battles
The game dev said it's not going to be total war line at all. I'm hoping for more of a stronghold approach. We are already practically there with a complex economy and little skirmishes. When the AI will be able to build will be fun
There's a reason forts were everything in the Middle Ages. The only way to counter it was to camp and starve them out or rely on expensive, slow-moving siegeworks.
Nah, here were other methods. Subterfuge was used, getting someone on the inside to let enemy in. This famously happened at Acre during the first crusade. Then, there's undermining, dig holes under fortifications, to crumble them from below. And, possibly more
Or tell them to surrender, which was the probably the more common case. Castles that stood in opposition to an attacking army, especially if they held out til the end were most often sacked, their populations r*ped and murdered.
@@typth_tappy No worries little lady, your opinion so I don't bother it. But rn I'm busy playing Warhammer and Attila on Legendary so it'll take time hehe. Anyways cya around, puny mortal.
I’ve just started playing ML a few days ago. I’ve watched a lot of tips and guide videos. Without a Manuel or tutorial I have to rely on videos to learn different functions of the game; like hitting tab or knowing you can limit items in a warehouse. Now this one, I thought the manor house was just the way to collect taxes, didn’t realize it’s really a Bailey. I placed mine in the middle of the village to act as sort of a town hall, with that I found the wall useless.
@@stubbyfoamz1 If you do that you can lose access to a lot of the buildings in the enclosed area cause it counts as part of the Bailey so just use the manor as it’s supposed to be ;) Hopefully there will be towndefences soon
the AI should ignore forts and target the villages. itll either force the forts hand to sally out, or lead them to starve in the coming winter. forts would just be used to block off a specific front rather than carry entire battles
These aren't serious forts, they're hardly up to par with making a standard motte and bailey design from irl. It's more akin to the temporary wooden forts set up in places that didn't go to war more than once in a blue moon. Idk a ton about the game's future direction, but these forts are really not what you'd use to defend a lord or a piece of land from an invader who could afford to besiege the walls, because then the army would definitely be able to just overrun the fort.
Yeah, the forts defensive capabilities are realistic, but irl, the purpose of a fort is to make a single point unbeatable. Everything else is making them not want to ignore the fort. If they just casually stroll in, that isn't very realistic.
@@fearedjames wooden forts wouldn't serve to make anything unbeatable. They served more logistical purposes than strategic, even before early modern warfare made the fort fully obsolete.
last time i played manor lords the battlefield was a chosen place, not anywhere. if you obliterated them before reaching the field the baron would instantly send another army
Using forts and castles offensively like this is actually why Wales is the most densely castle'd country in the world. Edward I (of England) alone commissioned at least 17 of them during his campaign there.
@@ladyalicent705 Watch out to see if the voice in videos lacks certain emotion. If you listen to this video there are no really high highs or really low lows. It always stays kind of in the same mood or tone. That's an indication that it's just reading off a script. You have to go out of your way to tell an AI to show certain emotion or to say something louder etc and when you do that, thats when it really sounds off because it cant replicate that. So if something sounds a bit canned or samey in terms of the overall tone of the speech. AI is getting better which is maybe why you've felt thrown off. Its imitating rising and lowering speech patterns and accents but at the end of the day in my opinion at least it still sounds flat and awkward
Ikr. Playing recently as Carthage in Rome II I lured Athens armies, that were heavily fortified in their settlements, by making a fort in the middle of their territory. 2600 VS 9500 or so, and in a single battle Athens' power was destroyed.
I've never played this game but the obvious solution devs need to consider is some sort of starvation mechanic. In real life a fort would accurately do what you showed.
forts are expensive, and just now they are barely functional (before they weren't) probably sieges are down the road but the game still has a lot of development to be done until town sieges are a thing.
No need for a starvation mechanic, the people will starve if they can't tend to their crops.... because they're dead. Now, if there was a mechanic where the people would all flood into the "keep" for safety, that would make sense. Then they can't tend to their crops, and they'd still be alive, which means you would need to have a granary enclosed in the walls of your fort to make sure they have access to stockpiled food. Once that food runs out, the people will starve. The only thing the game designer would have to add is an actual keep for them to flee to, since the manor isn't quite big enough.
Castles used to be in the middle of settlements, as they served as housing for the lords, and protection for the settlement, after settlements outgrew the castle the settlement itself would build walls, this would create a layered structure to the defense of medieval settlements.
fun fact it was far easier to defend a castle than it was to invade one. To the point the only reliable way to invade a fort with low risk, was to set up a a way to isolate them, and just simply starve them out.
The most reliable way to invade a fort with low risk is to demand their surrender. If they weren't waiting for incoming reinforcement and therefore lacked confidence, they would acquiesce, as they would most likely be allowed to live. If they stuck it out in hope of being saved, they would be sacked, their civilian populations r*ped and murdered.
jesus guys the point is nobody uses the manor to build a fort, they just haphazardly place the manor in the middle of their village. This is an actually good point.
General: “MY LORD! Our forces are being stymied by what appears to be tall walls too thick to push over!” King: “Damn that’s OP, we should do that back home. Maybe make some ladders?”
"Forts are OP due to historical realism" Yeah, honestly this is more a statement on the stupidity of the enemy AI for walking right into a fort rather than a statement on how good forts are.
Forts are OP IRL too. Imagine being able to loose arrows from cover (and possibly from a height advantage) when your enemy has to advance through otherwise empty terrain.
My defence tactic in Total War shogun 2. It works like 1) Take archers inside the castle 2) Hold some yari Ashigaru on walls 3) If some amount enemy climbs pull every force back I repelled 8 or 9 siege at once, in my Oda Clan playthrough against many clans which includes Ikko-Ikki clan
Never heard of this game but this looks very interesting. I’ve always wanted to get into a strategy game where you build bases and attack and whatnot. Minecraft Legends was the closest I ever got to
I mean I guess its implied they shoot over the walls in volleys, maybe a WiP animation wise, but this is definitely a fort using actual Medieval tactics/warefare chokepoints that doesnt feel cheesy! awesome
Wait till you hear about Star Forts. Granting pincer like fortification layouts on all sides, while also allowing the fort to somewhat deflect siege weaponry and equipment. A cannoball for instance could glance off the angled walls rather then smash right into it. Reducing the damage.
Best fort is still a star fort shape. Only it needs to be big to really work. But still you have walk ins at every point of the fort making it hard to charge. And maybe a inside space between outer and inner wall for extra kill zones.
Alright archers to the flanks, spearmen in the center hold, steady men we stop them here…. Where are they.. wait what kind of flaming balls…. Ohh CATAPULT INCOMING!