Are there any plans to make provinces start out with a couple buildings at the start date? Currently its like a bomb went off and destroyed everything man-made when the last Akaveri Pontinate died.
Perhaps it did...
Perhaps it did...
But the rub is that building up provinces in this game is really really annoying. Its so annoying I keep myself from playing that mod sometimes (and Game of Thrones, because it has the same problem).Here's the underlying issue, which has been present since the early days of the mod: Tamriel is a continent with next to no significant technological advancements or growth in urbanization over a period of at least around a thousand years.
How long does the timeline last in EK? Around a thousand years; closer to 1600 if you start in 3370 and go all the way to 5000. How does one simulate this in CKII? Either by making technological growth in-game extremely slow such that it is practically nonexistent, or by starting at the earliest date with a low technological floor and working up from there, so you start off with very little, but can make tangible gains over the course of the game. We opted to go with the latter.
It's worth mentioning that I'm not opposed to adding buildings to some places again (the Towers used to have nothing whatsoever, but we gave them some starting buildings to get the ball rolling), but the building lines were made with very careful balancing considerations and I don't want to upend those by giving holdings too many buildings (or give cultures too much starting tech) at the game start.
But the rub is that building up provinces in this game is really really annoying. Its so annoying I keep myself from playing that mod sometimes (and Game of Thrones, because it has the same problem).
I can understand you from a tech point of view, but do provinces really have to start out as complete wastelands devoid of any buildings whatsoever?
Further, there are many ways to reduce build times using artefacts, slaves, and other effects. With the right combinations and enough money, you can be erecting new holding improvements in less than a month for some time.
Its not a matter of skill its a matter of tedium. Having to go into everyone of your holding to designate construction is very annoying.The mod starts off more or less how the 769 start is for Vanilla and that's plenty playable. Don't forget that everyone can raid, so you can actually make decent money starting from day 1. Everyone gets the conquest CB so you can expand easily enough too. If you're having the much of a hard time with it, you can even just console yourself 500g or something and build a few buildings at the start.
Its not a matter of skill its a matter of tedium. Having to go into everyone of your holding to designate construction is very annoying.
Here's the underlying issue, which has been present since the early days of the mod: Tamriel is a continent with next to no significant technological advancements or growth in urbanization over a period of at least around a thousand years.
How long does the timeline last in EK? Around a thousand years; closer to 1600 if you start in 3370 and go all the way to 5000. How does one simulate this in CKII? Either by making technological growth in-game extremely slow such that it is practically nonexistent, or by starting at the earliest date with a low technological floor and working up from there, so you start off with very little, but can make tangible gains over the course of the game. We opted to go with the latter.
i dont know if its feasible but i like this idea being a consequence of a major event, like daedric invasions.Isn't the other option to make it easier for progress to go backwards? For buildings at least, if not for tech.
It's not as if infrastructure and cities and etc don't develop meaningfully in the TES universe - it's just that there's regular crises, wars, collapses, daedric invasions, plagues, etc that set progress back. This is already modelled partly through the possibility of raids destroying buildings, so could it be worth upping the chances of that?
Not arguing there should be more buildings across the board, but certain towns and regions presumably ought to start off relatively more developed at game-start
Would enjoy having a slaver culture getting bonuses to building at the costs of revolt. It seems kinda pointless being a slaver atm unless im missing mechanics. Also I hate having a kingdom capital with like 3 holdings max space, I know this is also the same in vanilla so wont expect a change especially since EK has way more provinces to deal with