One thing. A lot of the resources feel.. I don't know.. same-y? Like they all give approximately the same effects?
Just going to throw some ideas around here:
Maybe if there were occasionally events tied to goods, for example the ability to order fine clothes or armour (artifacts) based on the availability of goods such as fine clothes or battle gear, or to build up an extensive library (books) or what-have-you.
Alternatively (or complementary perhaps) is more complex production chains with larger rewards for some of the more complicated chains, for example secondary goods which require other secondary goods. Perhaps the ability to invest in greater development of a finished good in a province, effectively locking it in so that it was harder to change, like the primary goods, but giving a stronger bonus based on it's type, a bit like the high level prosperity events. In-fact maybe tie things like resources to prosperity events, reducing MTTH for them (food resources -> extra holding slot, battle gear -> training ground, Books -> great library etc.).
Having resources give good options on events would be nice, e.g. on the event where you get a disease (replacing symptoms) you get a replacement option [replaces the normal option] giving a higher chance for a mild illness and a less chance of a worse illness, available because you have medicine produced in your demesne. Stuff like that?
Just going to throw some ideas around here:
Maybe if there were occasionally events tied to goods, for example the ability to order fine clothes or armour (artifacts) based on the availability of goods such as fine clothes or battle gear, or to build up an extensive library (books) or what-have-you.
Alternatively (or complementary perhaps) is more complex production chains with larger rewards for some of the more complicated chains, for example secondary goods which require other secondary goods. Perhaps the ability to invest in greater development of a finished good in a province, effectively locking it in so that it was harder to change, like the primary goods, but giving a stronger bonus based on it's type, a bit like the high level prosperity events. In-fact maybe tie things like resources to prosperity events, reducing MTTH for them (food resources -> extra holding slot, battle gear -> training ground, Books -> great library etc.).
Having resources give good options on events would be nice, e.g. on the event where you get a disease (replacing symptoms) you get a replacement option [replaces the normal option] giving a higher chance for a mild illness and a less chance of a worse illness, available because you have medicine produced in your demesne. Stuff like that?