• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Buildings & Economy Rebalance

Orioniys

First Lieutenant
24 Badges
Apr 17, 2013
273
282
  • Crusader Kings II
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Cities in Motion 2
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Shadow Magic
  • Age of Wonders III
  • Surviving Mars
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Pre-order
  • War of the Roses
  • Victoria 2
  • Europa Universalis IV
Hello

I've notice one quite big change post 1.30 patch, that might be not that obvious. It's new manufactory alternative Soldier Household's. I think it's probably the best addition in 1.30 update, because of how much it shifted optimal dominant strategy, for basically no development cost. It introduced a choice where previously there was none.

So what exactly happened, is that this buildings doesn't give you money. This building gives u another ingame resource that is equally valuable. So my suggestion is, what if more resources will be added that is not ducats, or mana, or manpower pool. For example gunpowder, and buildings that make gunpowder. Or perhaps even cannons and precious metals. Production of both gunpowder and cannons in late feudal\pre industrial period is a major driver for centralization. Both are precious resources that rulers at time are trying to micromanage.

Argument about the late game can be made, ppl don't like playing till the late game. Part of it is AI, AI can't match the player growth. The second part there is no interesting country development, it's all in exponential income generation. And stuff that ppl might find tedious, like developing or upgrading generic buildings in hundreds of provinces.


There is also new additions like Costall Defence and Ramparts, they both feel like upgrades to existing Forts. And my suggestion is to make Forts Modular. For example base building only will have two lvls, Fortress and Star Fortress. 2 module slots For a Fortress and 4 for a Star Fortress. Some upgrades will give u Fort level, like existing fort upgrades. For example Ramparts, Ravelins and Bastions.
But player will have more options to customize fortifications, if it's coastal province Naval Battery can be built, perhaps even Naval base that gives naval force limit. Fortress armory, Fortress barracks, Supply Depot that increases supply limit for friendly troops in vicinity.

Buildings overhaul can double as soft Economy fix, as there is just simply to much moneys in the game, especially in late stages. Money are representing to many things at once.
This is kinda the rough Idea, how it can be addressed.
 
Upvote 0