Should we add this imformations rather in the readme file?
No, it's always better to in-bed such information into the game itself!
Should we add this imformations rather in the readme file?
No, it's always better to in-bed such information into the game itself!
Hmm, how long do you plan to make this text? Would it really be that long? What's the actual limit?
Otherwise the second best thing is that an event fires yes.
A first note on the economic system. I always felt that there should be some general idea or theory of economic development underpinning game mechanics. In economic history studies there is a very popular theory of path dependency, which I personally like. The theory of path dependency seeks to explain why different regions develop on different directions.
In short, it says that large investments in one economic activity will lower the cost of future investments in that same activity (or closely related activities). For instance, investing heavily in a mine, a railroad to transport the ore, a dam to bring electricity to these systems and a fort to guard it all, will cause a path dependency for that region to specialize in say steel production (rather than education, culture, electronics, computers or other).
Applying this kind of thinking to game mechanics, you might be able to change the approach from a static one (region X has this and that) to a dynamic one (region X has this and that because its ruler has made a decision which has set its development off in a certain direction). The specialization of regions (fiefs) would not be predetermined, but dependent upon the decisions made by its ruler. And regions would slowly develop in different direction, according to the grand strategy of its ruler.
For example: Investing in military infrastructure in a hot-zone border fief would lower the cost for future investments in that same direction, but increase the cost for changing path to say religion, culture, agriculture, transportation or what not. However, that first choice might be influenced by the fiefs innate qualities, say the presence of some natural resource, navigational rivers, arable land, distance to an enemy, and so on.
...select a NAME for the mod
I suppose we chould choose a picture to represent a mine or some other resource (i.e. Uesugi's salt reserves) and use THAT in place of the religious buildings.
This way you can make a specialty of the province (as you mentioned which is good, just, proper, historical AND logical) but again what would the AI do?
We could do this either in the buildings or in the religious buildings where one excludes the other (you can't have multiple rel. buildings). I guess the first type would do. With numbered construction slots though, I m not sure you can restrict building salt fields and then, say, exclude the building of silk fields.
Same should be with the farmlands, look at the map, wherever there's mountains max lev=2, hilly max lev=3, flat =5 and capital kori = 10.
We have some historical facts with Kai/Echigo gold mines so we need icon to build these resources (economy boost) in the building slots. Supposedly these could also be improved. Since we need sort of a hundred image files, we could use those of Shogun 2 or... search on the web. but yes the first thing should be the max improvement limiter AND the regional resource addition.
Auhm... I think latin names and Japanese don't mix well but if we can't find anything better... like Sengoku improvement mod. (The acronym also helps) ... or something. Still you're da man, you choose the name!![]()
Also, please note that this is still a mod for the Genpei Period and all changes will come with this timeline.
Then we may start removing the arquebues and replace that icon with the same icon of standard infantry? At that point, the Arq could be the ashigaru, the "middle" inf should be the samurai infantry and the left cavalry stays samurai cavalry.
I am not sure about the numbers but I don't think the Genpei war used the same huge numbers of Sengoku period. (Sekigahara, 80.000 vs 70.000 battle) Certainly the Ashigaru were very few in Genpei as was the cavalry itself.
Yes, I haven't fired the last version yet.I have already written the text for the bookmark. Please check the bookmark description on the clan select screen.
The arquebues events happen after ca. 1510, so we can simply ignore the icon.
The sources about the army numbers say that Yoritomo could mobilize 280000 army. Of course we can't believe it.On the other hand, some battles should have been fought between over 10000 soldiers. About the cavalry-footsoldier ratio I don't know, but I won't change it because I am also planning to expand this mod to a 1331 or 1467 scenario.
Genpei figures and building limitations can't be expanded to other time eras.