Common Sense Expansion/ General suggestions (tweaks and new features)

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Eustreptospondy

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  • Climate Zone rework
    • Introduce Desert as a new climate zone to better differentiate between Arid lands in the Iberian peninsula (there are actually some deserts there) and Desert lands in the Saharan Desert
    • Climate Zones could be introduced to the home nations (not just provinces) (will be related to further down this list (benefits will be explained))
      • nations could have between 1 and 2 of the following climate zones assigned to them, depending on their geographical location:
        • Arctic
        • Arid
        • Desert
        • Jungle
        • Temperate
      • Examples:
        • France
          • Temperate
        • Spain
          • Temperate
          • Arid
        • Sweden
          • Temperate
          • Arctic
        • Ayutthaya
          • Jungle
  • Provincial Development Costs Tweaks
    • I feel that Provincial Development Costs should not only cost monarch points, but also money, to serve as a money sink and add more importance to national income. Development costs (monetary and monarch points) could:
      • increase exponentially depending on the development of the province; a 20 base tax Dublin should be a real challenge to create
      • increase in foreign climates (others than climates assigned to home provinces) to discourage expanding too much into foreign lands
        • Costs should scale according to how different the foreign climate is to the home climate. Nations from temperate regions should receive less penalties in Arid territory than in Deserts. Jungle territories present a historically separate challenge and should thus present high costs to all nations foreign to Jungles.
          • Arctic - Temperate - Arid - Desert | Jungle
        • The AI would need some tweaking to desire provinces of different climates less, though not be kept from desiring them anyway
          • France could be discouraged this way from gobbling up half (or even more) of Spain (assuming Spain gets some of it's provinces reworked as Arid)
      • increase for provinces with foreign cultures and/or religion (probably already in game)
  • Colonizing rework
    • Please refer to In Heaven's post about colonizing reworks.
    • Slightly reduce Climate Zone penalties for coastal provinces to encourage similar colonial behaviours to colonize coastlines first over immediate inland colonization (as was the case with various colonial nations, such as Brazil)
    • Make Climate Zone settler penalties (i.e. -10 Settlers for Arid/Arctic climates) dependant on the nation's home climate(s). This way European nations should be discouraged to colonize African Jungles, leaving the native countries more room to grow
      • Penalties should scale according to how different the foreign climate is to the home climate. Nations from temperate regions should receive less penalties in Arid territory than in Deserts. Jungle territories present a historically separate challenge and should thus present high costs to all nations foreign to Jungles.
        • Arctic - Temperate - Arid - Desert | Jungle
      • Examples:
        • As such Scandinavian countries should receive little to no penalties for colonizing Temperate and Arctic provinces (like Canada), but far greater penalties for colonizing Desert and Jungle provinces (South America)
        • South East Asian countries on the other hand should receive little to no penalties for colonizing Jungle provinces, but far greater penalties in Arctic climates
      • The AI would need some reworking in order to be discouraged to heavily colonize these provinces, whilst provinces similar to their home country are available
        • If done right, then this can significantly reduce the need for wastelands and even offer more depth to Africa
    • Make the creation of a Colonial Nation dependant to the distance to the closest non-overseas provinces. I want this particularly, because in a Malacca/Malaya playthrough, I focussed heavily on expansion and colonization eastwards; I colonized all Islands in the region, even going as far east as Tahiti. Naturally I also colonized Australia and New Zealand, which became colonial nations, despite being so close to provinces being directly controlled by me
  • Fortress rework
    • I think that coastal fortresses could benefit from some changed modifiers when it comes to blockading. Previously blockading presented a boost to the speed of the siege, but I would rework that. Historically coastal forts needed to be blockaded for a siege to wear them down, seeing as they were otherwise resupplied by sea. I would like to see
      • Slower siege score to besieging coastal fortresses
        • Penalties would be negated by 100% blockading this province
      • Greater survivability of coastal fortresses in assault
        • Can be negated by 100% blockading this province, but ships would take damage during the assault
      • Higher level forts require a greater naval presence to blockade 100%
      • Coastal fortresses on sea straits (Öresund, Sea of Marmara) prevent hostile troops from crossing directly into the province with the fortress (even in order to besiege it)
        • Effect can be cancelled by/ does not apply when:
          • Blockading the province of the fortress by 100%
          • landing troops with transport ships
          • Fort is mothballed/ has been recently conquered or taken back into service
        • Justification in a hypothetical setting
          • Let's assume the Byzantine Empire managed to throw the Ottomans out of Greece and the Balkans, thus restricting them to Asia minor. The Ottomans still remain a significant threat to the Byzantines and are usually quite keen on declaring war on them to annex them. Thus 2 strong fortresses in Constantinople and Edirne can keep the Ottomans at bay and give the Byzantines some time to reposition their troops (until the Ottomans have achieved complete Naval dominance in the Sea of Marmara). At the same time the Ottomans can obviously also keep the Byzantines at bay with 2 fortresses in Biga and Kocaeli.
  • Limitations to the proposals
    • I completely acknowledge that introducing any of the proposed features may not be feasible at this time due to time constraints. Furthermore I acknowledge that especially the reworks to the AI may be too difficult to implement. Additionally all proposals would need to be carefully tested and gauged by the devs.
 
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Fe1000

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i also have my idea. i think that ships should be able bombard naval forts to help your infantry to take it, but that would at the same time cause damage to the ships.
 

Eustreptospondy

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i also have my idea. i think that ships should be able bombard naval forts to help your infantry to take it, but that would at the same time cause damage to the ships.

Yes, but further thinking on this idea, I think that ships should also have different modifiers depending on the type of the ship when it comes to the success rate in fortress assaults. Transport ships are inherently weaker than any other ships and although it is possible to also use them for blockades, I just don't think that they would be a too much use (in a historical context).
 

Titanius Puffin

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I suspect at least some of your ideas mirror the dev's thinking.

If Forts are going to be harder to take (and the dev diaries seem to suggest so) then I suspect taking a coastal fort is going to be extremely difficult without a naval blockade...
I hope so anyway, otherwise I'll be a bit perplexed.
 
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Eustreptospondy

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In addition, how about also allowing us to directly control vassal troops in times of war? Give us a diplomatic option that completely jerks the control over their troops away from the AI. If need be you can penalize us for that with a surge in liberty desire and only allowing this option with loyal vassals, but please don't make us dependant on the horrific vassal AI! I just rage-quitted an ironman game, where my troops were annihilated by the opposition, whilst one of my vassals had a 10 k stack only one province away (it was their own province) and another having an 8 k stack of troops 2 provinces away (also in their home province). Neither felt obliged to help, although their troops would have provided the numerical superiority needed.
These scenarios happen way too often in my opinion and the vassal objectives/focusses do not work, ever. If a disloyal vassal wants ignore me in my times of need, plotting to stab me in the back, then that is normal. A loyal vassal however should follow my stacks like a duckling their mother or closely clump their troops together, besieging the provinces I told them to. But that is beyond the AI and seeing as I assume that we won't see any drastic reworks to the AI, I beg you, enable us to control their troops so vassals provide some sort of strategic advantage in wars, aside from providing some minor financial contributions.
 
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Delta21

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I would rather not have direct control of my vassals' armies due to micromanagement reasons, but I do agree that something has to be changed. The AI is the biggest culprit. I wouldn't want manual control if the AI would act properly, but the frustration is definitely there sometimes - I just want to rip their flag and replace it with mine so that their soldiers would be useful for once.
 
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