I have two concerns with colonization that lead to unhistorical situations. One is the similar ease of colonizing inland and coastal places, the other is that the new colony is strictly the ethnicity of spawning colony. Both combined often make for some silly colonization developments for players concerned with maximizing manpower.
It would be nice if colonization were so much more practical on the coasts that no one would look inland for colonies until all the coasts in their half of the Med were already colonized. Technology might gradually make inland colonization more practical such that by mid-game, it was sensible. Rome colonizing strait north into Germany isn't very sensible.
One of the things that I really liked about Viki was the breakdown of population into ethnicity, religion, and ideology. Most of what matters in Rome is ethnicity and religion, although ideology can also mean political faction, so that one has a popular and an aristocratic faction. What I did not like about Viki was that each discreet unit of population was a block. We don't need to see each little group. Just a chart that tells us what the breakdown of ethnicity, religion, and faction are.
The governor will tend to preserve his preferences, so that the characteristics within the province will tend to grow closer to those of the governor (ethnicity, religion, and faction) in proportion to their charisma and finesse.
Overall there is an outflow of colonists from the center of society (with all the characteristics of the state (at least in terms of ethnicity and religion) and perhaps the faction of the king/consul. This outflow is not terribly robust. Low stability, events, civil wars, plagues, and other bad news prevents a general outmigration. A happy, well ordered domain will tend to see its proportion of people gradually grow.
So that Italy, with good governors of Roman ethnicity and Roman religion should gradually turn all the Italic ethnicities into Romans by mid-game. But even early on, exceptional governors should give perceptible results in a reasonable amount of time. Non-related ethnicities take longer.
In EU itself there is the category of the accepted culture. For this purpose, it could be a trade off. One the one hand, the accepted culture has good tax and manpower advantages, but on the other hand, doesn't convert to the dominant culture.
Second, in terms of flow, there is a flow of barbarians into the frontiers to take advantage of the benefits of civilization. Some of this is unavoidable and will happen no matter what you want. Some of this could be event driven. Accept the barbarians and hope to assimilate them before they cause too much chaos, or reject them and very likely they will be part of a marauding horde some time down the road. The events might include auxiliaries as well as population. Free troops of kinds you can't build might be tempting.
So that you have an outflow of colonists from the center to the whole empire. An inflow of barbarians to the frontier provinces. And your choice of governor tends to make people in the province more like him.
If the game had a real faction module, assigning generals and governors would mean more than just maximizing the right stats. Populist governors in populist provinces might make a popular uprising more likely during an aristocratic faction rule, and a populist governor will tend to make the province even more populist, so that it will always be unhappy with the aristocratic faction.
Currently the game tend to drive loyalty and popularity up. The way it actually works (currently and historically) is that over time loyalty and popularity falls and then a new faction takes over and starts again with high hopes and declining fortunes, rinse and repeat. So that in a representative state (oligarchy, republic, democracy) elected officials will tend to change factions regularly and keep order by having a regular turn-over of officials. You may get a clamoring of events asking for new governors when a new faction takes over. And it would be wise to proceed, because having guys of the opposite faction will reduce loyalty and popularity of your faction.
So now lets imagine a category of ambitious men. They hate to be out of office. They will clamor for offices no matter who is in power. Second, they don't want to sit in one office for too long. Need to get out there and network, win new fame, now I want to cash in by ruling a province, prestige here, and so on. So certain troublesome characters (and often with the best stats too) keep asking for assignments, even if they have one. What is the point of 100% popularity if you can't leverage it? The game already tracks money and popularity (as well as loyalty) but it would be nice to add prestige too.
Imagine an 8, 9, 11 character who asks to be a general now, and in five years wants to be a governor (unless you're at war, ambitious characters always want to be generals during war), and wants to be a technology officer for the prestige five years later, then afterward wants to be a general again. Always pursuing 100% popularity, more money, and more prestige. Ultimately these characters want to be rulers themselves. In republics its possible to groom the great men for consulship, in monarchies, they are dangerous. Great men tend to lead factions, so there can be more faction type events, and having two ambitious men as rivals in opposite factions will very likely cause trouble. Perhaps exile of one of them, or even civil war. And things seemed to be going so well.
I have read on the forum that there seems to be disaffection with the lack of much to do in peace time. Managing your political factions to keep them balanced might be just the ticket.
Some thoughts for mods, tweaks, or 2.0.
It would be nice if colonization were so much more practical on the coasts that no one would look inland for colonies until all the coasts in their half of the Med were already colonized. Technology might gradually make inland colonization more practical such that by mid-game, it was sensible. Rome colonizing strait north into Germany isn't very sensible.
One of the things that I really liked about Viki was the breakdown of population into ethnicity, religion, and ideology. Most of what matters in Rome is ethnicity and religion, although ideology can also mean political faction, so that one has a popular and an aristocratic faction. What I did not like about Viki was that each discreet unit of population was a block. We don't need to see each little group. Just a chart that tells us what the breakdown of ethnicity, religion, and faction are.
The governor will tend to preserve his preferences, so that the characteristics within the province will tend to grow closer to those of the governor (ethnicity, religion, and faction) in proportion to their charisma and finesse.
Overall there is an outflow of colonists from the center of society (with all the characteristics of the state (at least in terms of ethnicity and religion) and perhaps the faction of the king/consul. This outflow is not terribly robust. Low stability, events, civil wars, plagues, and other bad news prevents a general outmigration. A happy, well ordered domain will tend to see its proportion of people gradually grow.
So that Italy, with good governors of Roman ethnicity and Roman religion should gradually turn all the Italic ethnicities into Romans by mid-game. But even early on, exceptional governors should give perceptible results in a reasonable amount of time. Non-related ethnicities take longer.
In EU itself there is the category of the accepted culture. For this purpose, it could be a trade off. One the one hand, the accepted culture has good tax and manpower advantages, but on the other hand, doesn't convert to the dominant culture.
Second, in terms of flow, there is a flow of barbarians into the frontiers to take advantage of the benefits of civilization. Some of this is unavoidable and will happen no matter what you want. Some of this could be event driven. Accept the barbarians and hope to assimilate them before they cause too much chaos, or reject them and very likely they will be part of a marauding horde some time down the road. The events might include auxiliaries as well as population. Free troops of kinds you can't build might be tempting.
So that you have an outflow of colonists from the center to the whole empire. An inflow of barbarians to the frontier provinces. And your choice of governor tends to make people in the province more like him.
If the game had a real faction module, assigning generals and governors would mean more than just maximizing the right stats. Populist governors in populist provinces might make a popular uprising more likely during an aristocratic faction rule, and a populist governor will tend to make the province even more populist, so that it will always be unhappy with the aristocratic faction.
Currently the game tend to drive loyalty and popularity up. The way it actually works (currently and historically) is that over time loyalty and popularity falls and then a new faction takes over and starts again with high hopes and declining fortunes, rinse and repeat. So that in a representative state (oligarchy, republic, democracy) elected officials will tend to change factions regularly and keep order by having a regular turn-over of officials. You may get a clamoring of events asking for new governors when a new faction takes over. And it would be wise to proceed, because having guys of the opposite faction will reduce loyalty and popularity of your faction.
So now lets imagine a category of ambitious men. They hate to be out of office. They will clamor for offices no matter who is in power. Second, they don't want to sit in one office for too long. Need to get out there and network, win new fame, now I want to cash in by ruling a province, prestige here, and so on. So certain troublesome characters (and often with the best stats too) keep asking for assignments, even if they have one. What is the point of 100% popularity if you can't leverage it? The game already tracks money and popularity (as well as loyalty) but it would be nice to add prestige too.
Imagine an 8, 9, 11 character who asks to be a general now, and in five years wants to be a governor (unless you're at war, ambitious characters always want to be generals during war), and wants to be a technology officer for the prestige five years later, then afterward wants to be a general again. Always pursuing 100% popularity, more money, and more prestige. Ultimately these characters want to be rulers themselves. In republics its possible to groom the great men for consulship, in monarchies, they are dangerous. Great men tend to lead factions, so there can be more faction type events, and having two ambitious men as rivals in opposite factions will very likely cause trouble. Perhaps exile of one of them, or even civil war. And things seemed to be going so well.
I have read on the forum that there seems to be disaffection with the lack of much to do in peace time. Managing your political factions to keep them balanced might be just the ticket.
Some thoughts for mods, tweaks, or 2.0.