Greetings all,
Well colonisation as it stands is just waaaaaay too easy. Putting the brakes on it would improve things (no more Macedonian Poland)...
Had some thoughts on this but I don't know whats doable within the modding framework but here goes:
1. Colonisation should be slow : On initial colonisation penalties should be placed on the new colony. Civ value, Pop growth, RP and Tax all need big penalties. These would decrease over time (say a string of events reducing the penalties each year). This would represent the gradual improvement of infrastructure. I am thinking 10 years but they may slow things too much.
2. It should be expensive : Events to take money and manpower for the fledgling colony could make for some painful choices. It could also be used to accelerate growth or merely to stop a decline.
3. It should be able to fail : Barbarian raids, plague, ruler neglect and just sheer bad luck are all good reasons for a colony to fail.
4. There should be different types of colonies : Military, Economic and Expansionist. Military is resettlement of veterans or border defence. Lower income but higher defence and costs more manpower. Economic would be more expensive but yield better income. Expanionist would be somewhere in between.
As I said I have no idea how doable any of this is but it would certainly make the game more challenging.
Well colonisation as it stands is just waaaaaay too easy. Putting the brakes on it would improve things (no more Macedonian Poland)...
Had some thoughts on this but I don't know whats doable within the modding framework but here goes:
1. Colonisation should be slow : On initial colonisation penalties should be placed on the new colony. Civ value, Pop growth, RP and Tax all need big penalties. These would decrease over time (say a string of events reducing the penalties each year). This would represent the gradual improvement of infrastructure. I am thinking 10 years but they may slow things too much.
2. It should be expensive : Events to take money and manpower for the fledgling colony could make for some painful choices. It could also be used to accelerate growth or merely to stop a decline.
3. It should be able to fail : Barbarian raids, plague, ruler neglect and just sheer bad luck are all good reasons for a colony to fail.
4. There should be different types of colonies : Military, Economic and Expansionist. Military is resettlement of veterans or border defence. Lower income but higher defence and costs more manpower. Economic would be more expensive but yield better income. Expanionist would be somewhere in between.
As I said I have no idea how doable any of this is but it would certainly make the game more challenging.