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No, it's always better to in-bed such information into the game itself!

But the bookmark can't contain a long text. We must find another way, for example a starting event or decisions which tells these informations.
 
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.
 
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.

I have already written the text for the bookmark. Please check the bookmark description on the clan select screen.
 
As it turns out my available time might come and go. But I will give at a go and see what I can come up with. I've got hold of some electronic resources about Japanese economic history and have ordered a book from our closest university library. Other than that I have my general economic history knowledge to fall back upon (rusty as it is!). Might take a bit, and it might be difficult to realize into game mechanics. I'm not a modder, just a gamer!
 
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.

However, I ddem thios approach would be too complicated and add too many new parameters to the game. It would certainly lead to strange AI behavior. A further problem is what is hard-coded and what’s not.
Therefore I plan to flesh out something very much simpler, but try to keep that thought somehow.
 
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.

Still, I think we should assemble a team with dedicated tasks (research, test, mod) with few but very specific goals, select a NAME for the mod and then get to work in a organized, professional and official way. :)

Exmple: the clans divided mod should be vanillized! :)
 
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.

Actually many strategy games have taken this way, and also Sengoku did by some guild/religious buildings.

The following is the key factors which I think important to make provinces characteristic.
- castle lv.
- villedge lv.
- religious buildings
- guilde buildings
- difference between trade and agriculture
- special productions
- naval activity
- nature
- improvements like dam
- technology system (if we add)
- revolt risk
- population

We have to consider all these elements and build an entire system because of the game balance.
 
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...select a NAME for the mod

Monumenta Iaponiae Historica is the first choice (in respect to Monumenta Germaniae Historica).
 
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?

The AI is programmed to build something but the fact is that out of those 5 slots + religious slot the AI rarely builds anything (it's a matter of money). Most certainly the AI will build EVERYTHING it can and here's where the mod should enter. In Sengoku we can upgrade all castles and all farmlands to the maximum level as opposite of what it should be. So, according to me, the first thing to do is to look at the Sengoku map of Japan and screen out all the castles beyond level 3 with the exception of the capital of each Kuni. In this capital would be possible to build lev 10 castle.

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.

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.

Fact is if you build 1 building you can't build the same type again. So if the economy buildings have the same "type" you will only be able to build one because the others would see the "type" taken already. Probably it's the same way with religious buildings but maybe not because there's no need in this case since there's only 1 slot.

Personally, I think the whole task could seem daunting so I propose to start in Shikoku but really it all gets easier if you think Sengoku first and Genpei next. Naturally, the START mod should be the clans divided (whicih I am playing and find 10 times more entertaining than Vanilla). Among the various moddable goodies, I think we should also take care of the attitude/honor changes which should be in some case extended, in others reduced (i.e. more honor/att damage for ninja capture, less honor improvement for marriages/gifts/title grant but more attitude improvements to replace the honor improvements, less honor improvements for shinto temples and actions at the emperor's court). But that's another story we'll get there at game balance phase.

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! :)
 
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.

These buildings can accept only other buildings as their triggers, so I think we need two (castle and villege) quilde slot to control the limit.

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.

We can use province modifier too.

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! :)

You will notice that there is already the Balance Improvement Mod.

Also, please note that this is still a mod for the Genpei Period and all changes will come with this timeline.
 
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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.
 
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.

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.
 
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.

Yes, troop numbers given in the war tales (Taiheiki, the Heike, Shomonki, etc) grossly overstate the number of troops involved for dramatic effect- a good general rule of thumb is to take about 10% of the stated base figure. The mix of foot retainers to mounted samurai is generally in the ratio of 5 foot to 1 mounted.
 
Genpei figures and building limitations can't be expanded to other time eras.

There is no Genpei figures in the mod except chracters, clans and some events. The court rank system and events, also planning family rank system could be expanded to other eras.
About the building limitations, well, then we should find another way! We can still use provincial modifiers for all eras to make a kori characteristic.
 
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Do you plan to make the Gempei mod playable all the way up to the Sengoku period? Thera are some major changes that take place. In the Gempei period, the art of war is mainly the way of bow and horse. Battles were fought in the open, where horses could maneuver, and castles were of secondary importance. There are virtually no "castles" in the Gempei period, as we normally think of such structures. But there were the occational yamashiro (hilltop stockades).
 
On another subject. The word manufactory has a certain 19th century ring to it, does it not? A manufactory can be defined as the step between artisanry (small-scale production by hand) and industrial production (large scale production of goods, using machines, tools and labor). In Europe, manufactories did not become a common feature until the 17th century. For Gempei, I don't know... feels misplaced, don't you think? Would it be possible to make a switch? There are only 4 manufactory slots. Combined with a steep price (250 gold) could they be used to represent regional specializations ((food producing, resource producing, etc. improving tax revenue and such). That would go a little way to represent economic path dependancy. While the "castle" improvements could be utilized for different kinds of investments in military development, for better Troop Quality? 1. Increase the size and number of the clan houses with residential and military functions at the main manor. Increasing the size of the samurai quarters in the regional capitol.