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GOTSupeFan

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I would like to see horses, falcons, and hunting hounds added to the artifact tab or a new "stable" tab. Make the animals grow, breed, and gain traits. Traits can be influenced by the individual you assign as Master of the Horse. Horses could provide combat bonuses (warhorses) or economic or building bonuses (draft horses). Falcons and hunting hounds could provide more hunting bonuses under the hunting focus.

For artifacts, I would like to see more jewelry and artwork attached to events. The event where you buy your spouse/love jewelry should place an artifact in that character's treasury. When you have the visiting artist/writer event it should place a painting or book in your artifact treasury.

I'd also like more buildings. I like the option when playing the merchant to build your mansion and add fountains, map rooms, vaults, etc. I'd like this option of the lord where mansion becomes keep or estate and the lord can build more personal buildings.

Lastly, the dlc allows you to change your lord's hair and beard. How about expanding it to change clothing?
 
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Jaevelklein

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Livestock is actually something I'd be interested in. A few thoughts of mine:

General #1:

- The amount of livestock is correlated with the number of residents. Higher livestock = more residents = more levies.
- Each county has a separate livestock bar. Meaning owning more counties might require a bit more micro management.
- The livestock is affected by prosperity [The reaper's due]. Increases when the county prospers, decreases when facing bandit guilds / smugglers [bankrupt] or when diseases strike.
- Events related to Wolf attacks.
- Religious rituals about burning some of the livestock [Temple vassal opinion boost, but a decreased livestock and supplies in terms of warfare or seclusion in court for a period of time].
- Trading livestock for Gold [Goes both ways].

General #2:
- During famines, the tax is lowered.
- Famines will be shown in a new map mode to check which are green / yellow / red.
- And if nothing is done to keep the famine in check, a peasant rebellion might happen.

Specifics #1:

- When livestock is low, there's a reverse "food" cap. If this food cap is below a certain number [in difference from demesne / vassal limit where it has to be above a certain number] a famine strikes. The ruler has an option to import livestock [see above], to transfer livestock from his other counties to the one struck by a famine, or to share food from his own court with the peasants. The last option is short-term and will greatly affect him if a disease strikes and he need to seclude himself within his court with no food left for himself.

- Temple Vassals [i.e the Church] will help keeping the famine in check. And the higher they are in rank - i.e Prince-Bishop vs normal Bishop - the more they will be able to provide. For instance if one Temple Vassal can provide 10 cows, a Prince-Bishop can provide 100. Made up number to illustrate the point. The clergy has a network where they help everybody within the realm. Meaning even your Vassals' temple lords [not just your direct vassals] will assist your provinces if a famine has struck. Likewise your Temple Vassals will assist your other Vassals if they are struck by famine. This would be a another good reason to hand out titles to theocracies or to build a lot of Temples in general.

- Random event with Feudal Lords [Vassals] offering you assistance. Only those who like you enough are willing to do so.
- You can ask a Vassal to help you out during a famine, but they can refuse or ask for something in return.
- Your friends [even those outside the realm] may lend you assistance just like in wars. Players can lend anyone assistance.

With the above in mind, Temple Vassals have a network within the realm and will divide their efforts to help every famine-struck county within the realm. 100 total livestock with 10 counties struck by famine, = 10 for each. Feudal Lords on the other hand are rarely as generous as to help without demanding anything in return. Not sure what Merchant Republics / Republics can offer that would be unique for them? Maybe they can trade Livestock for a cheaper price / larger quantity and then distribute it better?

Specifics #2:

- If breeding Horses or War Elephants, these can be transferred from the Livestock bar to the military [cavalry]. "Bred for war purpose!" One horse means one cavalry more and one Light Infantry less.
- Likewise, you can slaughter Military Horses [cavalry] to increase the number of Light Infantry soldiers. Another option during famines.
 
Last edited:

Woifee

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I would like to see horses, falcons, and hunting hounds added to the artifact tab or a new "stable" tab. Make the animals grow, breed, and gain traits. Traits can be influenced by the individual you assign as Master of the Horse. Horses could provide combat bonuses (warhorses) or economic or building bonuses (draft horses). Falcons and hunting hounds could provide more hunting bonuses under the hunting focus.

For artifacts, I would like to see more jewelry and artwork attached to events. The event where you buy your spouse/love jewelry should place an artifact in that character's treasury. When you have the visiting artist/writer event it should place a painting or book in your artifact treasury.

I'd also like more buildings. I like the option when playing the merchant to build your mansion and add fountains, map rooms, vaults, etc. I'd like this option of the lord where mansion becomes keep or estate and the lord can build more personal buildings.

Lastly, the dlc allows you to change your lord's hair and beard. How about expanding it to change clothing?

I’m not sure I want this game to become a Farming Simulation.
 

Rags17

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A simple implement would be to add new buildings to each City and Nomadic capital holding called Sheep Flocks I-IV, Cattle Herds I-IV etc. Make them reasonably cheap and easy to "build", they would bring a small prosperity bonus to the area and unlock a Holding decision to Slaughter Herds or whatever and turn them all back into gold and/or reduced revolt risk.

This could be a neat way to invest surplus cash, to avoid cheesing there could be random events associated with the herds, maybe they could also be automatically destroyed if the holding is ever sieged.