Hi all
Here a few suggestions I'll like to see in the game.
I think that neither of them require extensive work on the game to be implemented, they should be fairly simple to add, without breaking existing systems and adding a bit of needed flavour.
1) More background characters interaction
You are the spirit of the nation, not a single character. However having people doing their own stuff left and right will add a challenge and at the same time add much more immersion
Copy-paste the 3 characters traits of CK3, so that each person would have a clear direction in life, some aims and push those aims through events, ambitions, corruptions etc.
These things are partly already in the game, but should be flashed more.
The leader of the nation should not be exempt from it.
Like the others he should have is own mind (shared with the player controlling the nation, of course) where he will try to push hard for his own goals, and could be a constant hinderance for the player if a bad character is chosen to lead, or a big boon for the country if a good character manage to get in power and has good traits.
Mind you, not just statistical bonus and malus, but ACTUAL EVENTS, happening oftentimes.
And you, as the player, should have very little power on him. You know... he's the leader in charge, not you.
So, you need to keep an eye on the internal political landscape, and smear reputation or choose an heir before is too late.
2) Add a Regional Focus and Automatic Building Policy
If the empire becomes too big, you'll have too much micro to do in a great number of regions.
Given what I've said before about characters, picking a governor should require strict scrutiny as good governors will actually start to make regions prosper, maybe by lowering taxes, rising manpower, demoting to more slaves or promoting to more citizens.
There should also be a toggable option for the governor to allow him to build buildings automatically, basing himself on his own ambitions plus current situation AND regional focus set by the player.
There could be a system to decide, once automatic buildings is toggled, the taxation level (economic autonomy) of the region, in a way that the Country gets more or less treasury, while the region's taxes not spent towards the central government could be used by the governor himself to either build something useful or syphon in his own pocket.
3) Post-Menander Great Families
Integration of foreign populations should bring the chance of more Great Families with proper culture and religion to appears
When integrating, to the level of citizens or nobles (I do not know which one of the two would make more sense, pick one) there should be an uncommon chance of generating a great family from that population, chance that the player can refuse after reviewing the skills of all members or accept.
Refusal or acceptance should bear significant bonuses and maluses to happiness in both primary and target culture. The chance should be fairly uncommon though, otherwise it will get a boring pop-up spam at speed 5.
4) Military rework in connection to pops laws and integration
Imperator Rome have a lot of very good mechanic, that don't interact between each other, also military need a rework of some sort.
Manpower should be generated, at the beginning, only by wealthy people of primary culture, like nobles and citizens, giving you high bonus troops, with more morale and defense/offense, and scarce total manpower and total troops count, maybe as a percentage of total manpower like, 10000 MP = 5 cohorts maximum.
During the game then, when sufficient stability and political influence are available, there should be the chance to lower the class requirement for enlisting, increasing manpower, but lowering troops quality.
Then, when foreign population start to integrate or assimilate, you could be able to change the laws to bring them to the front too, lowering again troops quality in exchange of high numbers and cohorts limit.
Bigger countries, like the Seleucid Empire, could have laws for enlisting of foreign cultures already active at the beginning of the game for obvious gameplay reasons and historical ones too.
As a brainstorm bonus, there could be a laws forbidding nobles and/or citizens to take part on war, boosting their productivity and happiness.
So, small country with just the primary culture = very strong army, with very limited number pf troops and penalty to citizen/nobles output;
big empires with different integrated cultures = great numbers of cohorts to cover all of their borders, but very weak individual troops strength.
5) Other suggestions:
Remove aggressive expansion, and use a badboy mechanic for nearby countries that will increase the forming chance of leagues against you, while adding a Overexstension malus to governor effectiveness, tax/manpower generation and stability, with a relatively fast tick.
That's because, between the new Menander mechanics for cultures, and a Overextension mechanic, there would be no need of further obstacles in the Big Empire Ambition of players.
Make commerce more lucrative, to the point that a player may choose money in place for bonuses. As it is bonuses are almost always more convenient and important.
More events in peacetime and more flavour for all cultures-group as base game, while adding specific culture flavour, events and even mechanics as paid expansions, including maybe specific culture cohorts with bonuses to offense and defense, but limited élite numbers.
Make cohorts number more realistic. 1000 elephants are an exaggeration, as 1000 heavy horses per cohorts. They should be toned down to more realistic numbers, toning down manpower generation if needed for balance.
Well, that's it, I hope to have not bored you all!
Here a few suggestions I'll like to see in the game.
I think that neither of them require extensive work on the game to be implemented, they should be fairly simple to add, without breaking existing systems and adding a bit of needed flavour.
1) More background characters interaction
You are the spirit of the nation, not a single character. However having people doing their own stuff left and right will add a challenge and at the same time add much more immersion
Copy-paste the 3 characters traits of CK3, so that each person would have a clear direction in life, some aims and push those aims through events, ambitions, corruptions etc.
These things are partly already in the game, but should be flashed more.
The leader of the nation should not be exempt from it.
Like the others he should have is own mind (shared with the player controlling the nation, of course) where he will try to push hard for his own goals, and could be a constant hinderance for the player if a bad character is chosen to lead, or a big boon for the country if a good character manage to get in power and has good traits.
Mind you, not just statistical bonus and malus, but ACTUAL EVENTS, happening oftentimes.
And you, as the player, should have very little power on him. You know... he's the leader in charge, not you.
So, you need to keep an eye on the internal political landscape, and smear reputation or choose an heir before is too late.
2) Add a Regional Focus and Automatic Building Policy
If the empire becomes too big, you'll have too much micro to do in a great number of regions.
Given what I've said before about characters, picking a governor should require strict scrutiny as good governors will actually start to make regions prosper, maybe by lowering taxes, rising manpower, demoting to more slaves or promoting to more citizens.
There should also be a toggable option for the governor to allow him to build buildings automatically, basing himself on his own ambitions plus current situation AND regional focus set by the player.
There could be a system to decide, once automatic buildings is toggled, the taxation level (economic autonomy) of the region, in a way that the Country gets more or less treasury, while the region's taxes not spent towards the central government could be used by the governor himself to either build something useful or syphon in his own pocket.
3) Post-Menander Great Families
Integration of foreign populations should bring the chance of more Great Families with proper culture and religion to appears
When integrating, to the level of citizens or nobles (I do not know which one of the two would make more sense, pick one) there should be an uncommon chance of generating a great family from that population, chance that the player can refuse after reviewing the skills of all members or accept.
Refusal or acceptance should bear significant bonuses and maluses to happiness in both primary and target culture. The chance should be fairly uncommon though, otherwise it will get a boring pop-up spam at speed 5.
4) Military rework in connection to pops laws and integration
Imperator Rome have a lot of very good mechanic, that don't interact between each other, also military need a rework of some sort.
Manpower should be generated, at the beginning, only by wealthy people of primary culture, like nobles and citizens, giving you high bonus troops, with more morale and defense/offense, and scarce total manpower and total troops count, maybe as a percentage of total manpower like, 10000 MP = 5 cohorts maximum.
During the game then, when sufficient stability and political influence are available, there should be the chance to lower the class requirement for enlisting, increasing manpower, but lowering troops quality.
Then, when foreign population start to integrate or assimilate, you could be able to change the laws to bring them to the front too, lowering again troops quality in exchange of high numbers and cohorts limit.
Bigger countries, like the Seleucid Empire, could have laws for enlisting of foreign cultures already active at the beginning of the game for obvious gameplay reasons and historical ones too.
As a brainstorm bonus, there could be a laws forbidding nobles and/or citizens to take part on war, boosting their productivity and happiness.
So, small country with just the primary culture = very strong army, with very limited number pf troops and penalty to citizen/nobles output;
big empires with different integrated cultures = great numbers of cohorts to cover all of their borders, but very weak individual troops strength.
5) Other suggestions:
Remove aggressive expansion, and use a badboy mechanic for nearby countries that will increase the forming chance of leagues against you, while adding a Overexstension malus to governor effectiveness, tax/manpower generation and stability, with a relatively fast tick.
That's because, between the new Menander mechanics for cultures, and a Overextension mechanic, there would be no need of further obstacles in the Big Empire Ambition of players.
Make commerce more lucrative, to the point that a player may choose money in place for bonuses. As it is bonuses are almost always more convenient and important.
More events in peacetime and more flavour for all cultures-group as base game, while adding specific culture flavour, events and even mechanics as paid expansions, including maybe specific culture cohorts with bonuses to offense and defense, but limited élite numbers.
Make cohorts number more realistic. 1000 elephants are an exaggeration, as 1000 heavy horses per cohorts. They should be toned down to more realistic numbers, toning down manpower generation if needed for balance.
Well, that's it, I hope to have not bored you all!
- 11
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