I actually have some ideas for making things more interesting, some of then being smaller ones ,others requiring bigger overhauls
- I would personally rework the way hunting and scavenging work in the mod. Instead of manually having to click to perform them, hunting always happen every season while scavenging annually. After all, both of this actions are essential for every H-G society. I would also change the reason for hunting by using the food modifier from seclusion events. Each tribe will have a maximum amount of 4 food at the start , reduced by 1 each season. However every season you get different options of how you plan to get the food, either from megafauna(mammuts and such),big game, lesser animals or stick with whatever you can find. The bigger the animal, the higher the risk but also higher is the reward (I would propose a range from 1 to 4).Food should be the main driven of the early game: more food should give morale and prestige bonuses, while lower food taking prestige away and reducing general opinion. Also food should be the currency used to summon warriors to the fifth. If food hits 0, you will be forced to resort to harsh measures(cannibalism for example) or try to appropriate the resources from other tribe. The second option would be a migration Cb , and would be the main driven of migration. For the system to work, some more things should change: first , there should a modifier to represent the fauna avatible in the province. So even if you want, you may not be able to go for bigger targets if your province only has smaller animals. Also, this tags should be dynamic: elephants could go from one province to another. Overhunting can also affect things, but it should be much more rare to happen as to not make every province. Basically the idea is to make scarcity in some areas and relative wealth in others, as to actually force the player to move. Advanced cultures should have an easier time hunting and bigger food limits, but also more usages, so that they kept an incentive for having the good grounds
-Scavenging meanwhile should be the main way to build things. While sometimes you will get gold, scavenging should be about finding materials and how you use then. There should be different events that should be semi RNG, although some locations should have fixed modifiers that make then desirable locations. Also the idea is that groups that can stay in one place would be more developed than the ones who need to change site every few years. Ofc age and culture would also determined what you get to build, with more advanced cultures having more powerful buildings
- Regardless of the previous suggestions, there should be much more variety in the events for hunting and scavenging. Some prehistoric events to replace the medieval ones would also be nice. Events are generally a good idea to make the first and second games interesting.
- Remove China. Pretty simple, if you play with JD activated it appears. Although I find it hilarious, it can be a bother.
-Change the way defense works so that you can only hold one title. I honestly find the idea of holding multiple holdings not that important for what you are trying to achieve, and it kinda of hurts to be able to unite central Italy with 600 people. Also if my ideas are implemented, it could be a mess. For successions, and option should appear of which title to held
-A reworked lifestyle focuses could be interesting. We currently unlock them though the ages which is nice, but more tematics one would be interesting
-Replace the sunset invasion with something completely wacko like Nazi riding dinosaurs or an alien expedition. Not serious at all, but the dlc wasn't either in the first place
-take away martial effect on levies if possible. Currently martial is goodly, as you get more troops and can get very powerful commanders, specially if they damage morale. Restricting it to the second option for the first ages would balance it nicely
That's a basic rundown of what I have in mind, I have my fingers really tired from writing so I stop here. I suppose my idea for food isn't that intuitive, but I believed that it could be a huge game changer. Also more developing gameplay would be nice ,with bigger differences between eras
A lot of good stuff in there, but some already implemented, some coming and some a bit beyond the scope of the mod.
First off, Hunting and Scavenging are effectively there to give the players something to do early on. If you play as a Human or Neanderthal then your actual options are pretty limited until you get to around 50,000 BP or so, even then a lot of things are barred to you until you either go up in culture or convert to a religion other than generic Pagan. In any event the option is supposed to be like the Grand Hunt in vanilla - of course it is assumed that the player will be hunting nearly every single day, it's just that "this" particular hunt is supposed to be somehow special.
Ditto with Scavenging. Making up a new currency in the game is kind of hard, which is why I decided to make scavenging yield Gold rather than Food or Tools, it just gets too hard to keep track of and all ends up the same anyway. That being said at some stage I would like to add a new epidemic to the game called "Famine" that will do a lot of what you say - yield food shortages in affected provinces, cause a Starvation disease to various characters, drain your Piety and Prestige and encourage you to move on to non-affected areas. I haven't yet tried my hand at epidemic modding though so let's just say that it's on the list for a future update.
China should be gone ! I removed it from the file of offmap powers but it seems to still be there. I will follow this up.
There was a thread somewhere about focus modding and they pointed out that it is possible to change the GUI to make room for up to 12 focuses or even more. AGain, this is sort of tangential to the purpose of this mod so I'll have to put this on low priority for now.
There is an Easter Egg in the mod which at least one player has found, if you check the thread in it's entirety (or look closely at the map) then you will find it. More to follow next patch !
Martial has less effect in this mod than Prestige, which is used to buy insta-troops and start Migration Wars. It is also used to change cultures and adopt new religions so is very handy, whereas Martial just beefs up your levies which in most cases are only a small fraction of your overall forces. Once all the Neolithic and Bronze Age stuff is in place Prestige will matter a lot less as later buildings depend upon Gold to create while later government types have no actual need for it all to get troops.