These are the changes I recommend to introduce strategic choice in the game:
All the permanent modifiers to POP happiness are transformed to temporary modifiers activated by province investments, e.g., festivals, using PI. They can be related to culture/religion/class. The type of action, happiness boost and duration can be unlocked by inventions or laws.
Trade is critical for POP happiness (see point above) as they are not permanent and they will remain as long as goods are traded in the province.
Trade goods will have different trade values depending on the nation demand that imports them. This will affect the trade value for the exporting nation as well. Thus, exporting to one nation could be more profitable than another, depending on their demand:
Happiness goods base trade values are changed depending on the province POP numbers.
Trade goods base value for nobles, citizens, freemen, tribesmen and slaves will be modified by the number of POPs in that province. For example, a province with 40 POPs with 1 noble, 4 citizen, 10 freemen, 5 tribesmen and 20 slaves will modify those trade values by: nobles trade value goods: 3%, citizens trade value goods: 10%, freemen trade value goods: 25%, tribesmen and slaves trade value goods: 62%.
Strategic resources trade value will be affected by their demand as well. For example, Iron required for legions will have its base trade value modified by the number of legions with heavy infantry. If our nation legions have 10 units: 5 HI, 5HC, then the base trade value of Iron and Horses will be affected by 50% and 50%. What if we decide to trade iron without having legions? Trade value will be 0 but we will have the +2% local tax modifier and the +10% heavy infantry discipline capital surplus modifier. For wood, trade value will be affected by the number of Hexere, Tetrere, Octere and Mega-Polyreme / number of Liburnian and Trireme.
Food trade goods will change its trade base value by demand using
the province food. If it is positive (growing) the base trade value of food trade goods will be 50%. If it is negative, base trade value of food trade goods will be 100%.
food is produced by POPs and there is no free food. I have already made a suggestion about this here
https://forum.paradoxplaza.com/foru...-pop-type-of-territory-and-civ-level.1479486/
Manpower is only generated by POPs from integrated cultures or the primary culture.
We have already said that happiness permanent modifiers are changed to temporal modifiers decided by the player using PI in each province. State Religion happiness is no more a permanent modifier but something that the player can enact in some provinces to the POPs of that religion for some time.
Contrary to the game now, pops will tend to convert to the
territory religion and not to the primary religion. If the player wants to convert a remote territory with a majority of POPs from another religion, it could use a religion decision like the found colony cultural decision to change the territory religion and start converting pops.
The inventions and country rank culture happiness modifiers should disappear and require the player to enact in some provinces to the POPs of that culture for a limited time. Other culture modifiers remain as they are tied to decisions made by the player (laws, deities, buildings, etc...)
Assimilation will be to the
territory culture and not to the primary culture.
Tribes will have an option to create alliances with other tribes that will allow them to use all their clan retinues of the alliance. This control of the clan retinues of other tribes will be temporary and will rotate for all the members of that tribe alliance. This way, the player could "unite" many tribes and use all the clan retinues to attack its enemies and sack their cities, conquer their territories, etc...
Tribes will have increased migration attraction to settlements territories of +5, while cities will have decreased migration attraction of -2.
Legitimacy has to play a critical role in Monarchies. Now it seems that legitimacy cannot be negative (I have not experienced negative legitimacy in any of my games). Thus, lower ruler popularity, war exhaustion, ruler corruption and low stability should have double the impact on legitimacy.
N/A
Empires is a type of government that requires an additional condition, the nation has to have at least 5 client states, satrapy or mercenary states that combined have the same number of POPs than the nation forming the Empire. After the Empire is formed, the player can integrate the other subject nations without loosing the Empire form.
Strategic goods should not only be present in the whole nation but also be present in the region where the legion is based to have access to those units. For example, in order to have elephants in the legion of the region of Italia, the player should trade/produce elephants in any of the provinces of that region.
Free pops will migrate of their own volition to nearby territories in pursuit of economic opportunities (
wiki). Economic opportunities should be represented by the buildings present in one territory. Now, they do not introduce any migration attraction to the territory and that should be changed, with each building increasing the migration attraction to that territory. Cities without buildings should always be less attractive than settlements with buildings, thus settlement buildings should have at least +5 migration attraction. Each city building should increase +0.5 the migration attraction to the territory
Player should be able to entice other players POPs with
migration attraction. Now the game allows migration between territories from different players but not to ports from other players. That should change and POPs migrate freely to other nations.
Also, this
suggestion to increase migration speed when a territory is looted or occupied should be implemented
Finally, It would be nice if some PDS dev could enlighten us on what triggers a POP to decide to migrate. I have seen territories with famine without any POP emigrating for many months/years.
The game does not allow the player to choose the proportion of slaves in society. You build cities and integrate cultures to end up always with more of 50% of slaves. The game should not grow slaves POPs, already existing POPs represent the sons of slaves being born as slaves. There are many ways to create slaves in the game (capturing, demoting) and keeping them by stop their promotion. Allow us to have a society with less slaves (33%).
You cannot build whatever monument you like. There should be a mission/requirements that needs to be accomplished before you can unlock a monument and the benefits of that monument will be decided depending on the decisions or values of the feat (king's dead, great victory).
I plant to post them as separate suggestions in the suggestion forum.