Okay, so perhaps that's a bit ambitious of a title, given what little I have so far
... But it got your attention, no?
This modification has the following goals in mind:
To add more intrigue and factions to your nation's characters. By the end of this mod, your characters will truly support and undermine one another, and you'll seriously considering taking the national idea to limit your character's friends and enemies; watch Memphis burn, as a rivalry chain spirals out of control, ending with a sponsored riot, while far-flung Britannia flourishes into a center of civilization when several friends contribute to the construction of a new grand library.
To make civil wars hurt, and not because you're being given surplus units. Watch the lines of your nation's loyalty fluctuate, while every day your characters question whose side to be on, rebel and loyal governors stand deposed by usurpers, and your rival declares Rome better in Carthinian hands than your own.
To cause more fluctuation in loyalty. Unless you've placed a family member, friend, or submissive content in the governor's seat, you should have to check the ledger every now and then to make certain your governors remain loyal; furthermore, loyalty should have a tendency to spread, so that situations tend to resolve themselves or grow exacerbated.
To add more national flavour. It's all well and good to choose between closed and open nobility, or hellenistic and roman warfare, but four branches aren't enough; there should be more, many more! And by the end, there will be.
To make factions matter. Okay, great, family b is popular and wishes to be in power... Only to act exactly as family a did. Well, with this mod, it will matter which families rise and fall in prominence! From an emphasis on trade, an emphasis on domestic business, an emphasis on fighting, on defense or offense... All families will develop character over time, and will trigger events that change your nation's character if people begin to listen to them.
To make colonization matter more to the characters than your country. Families grow rich and powerful by developing the frontier... Now watch them take an active role, and be rewarded or destroyed for it.
To introduce more factors in international diplomacy. Your characters will have stances on how your nation should interact with others, in general and in specific; these, in turn, will influence your relations and what opportunities become available to you.
I'm certain I've left things out, but those are the end goals. I'll add more to the description when I remember what it was that they were.
How much of it is done? Well... Very little. Specifically, three events designed to spread disloyalty, and about seventy events relating to a national debate over whether your choice of Hellenistic or Roman warfare was a good one. But there will be more quite soon
.
The current version is .1, and can be obtained here.
Please take a look at it, and let me know if you notice any problems.
This modification has the following goals in mind:
To add more intrigue and factions to your nation's characters. By the end of this mod, your characters will truly support and undermine one another, and you'll seriously considering taking the national idea to limit your character's friends and enemies; watch Memphis burn, as a rivalry chain spirals out of control, ending with a sponsored riot, while far-flung Britannia flourishes into a center of civilization when several friends contribute to the construction of a new grand library.
To make civil wars hurt, and not because you're being given surplus units. Watch the lines of your nation's loyalty fluctuate, while every day your characters question whose side to be on, rebel and loyal governors stand deposed by usurpers, and your rival declares Rome better in Carthinian hands than your own.
To cause more fluctuation in loyalty. Unless you've placed a family member, friend, or submissive content in the governor's seat, you should have to check the ledger every now and then to make certain your governors remain loyal; furthermore, loyalty should have a tendency to spread, so that situations tend to resolve themselves or grow exacerbated.
To add more national flavour. It's all well and good to choose between closed and open nobility, or hellenistic and roman warfare, but four branches aren't enough; there should be more, many more! And by the end, there will be.
To make factions matter. Okay, great, family b is popular and wishes to be in power... Only to act exactly as family a did. Well, with this mod, it will matter which families rise and fall in prominence! From an emphasis on trade, an emphasis on domestic business, an emphasis on fighting, on defense or offense... All families will develop character over time, and will trigger events that change your nation's character if people begin to listen to them.
To make colonization matter more to the characters than your country. Families grow rich and powerful by developing the frontier... Now watch them take an active role, and be rewarded or destroyed for it.
To introduce more factors in international diplomacy. Your characters will have stances on how your nation should interact with others, in general and in specific; these, in turn, will influence your relations and what opportunities become available to you.
I'm certain I've left things out, but those are the end goals. I'll add more to the description when I remember what it was that they were.
How much of it is done? Well... Very little. Specifically, three events designed to spread disloyalty, and about seventy events relating to a national debate over whether your choice of Hellenistic or Roman warfare was a good one. But there will be more quite soon
The current version is .1, and can be obtained here.
Please take a look at it, and let me know if you notice any problems.
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