I brought this up in another thread, but I figured it deserved its own thread since it's a general design problem. Specifically, the flavor modifiers (like Skane fish market) that have been added need to be rethought so that they can work with existing game systems.
The problem is that these provincial modifers are better represented through existing game systems. The Skane market, for example, should be represented by having a higher development in Skane. If you want to make it disappear via trigger then create an event that lowers the development. The issue is that existing game systems that rely on seeing provincial power via development (coring costs, AE, PU inheritance, AI estimation of strength, development costs, etc.) can't see these modifiers. If this method of differentiating provinces were applied throughout the game it would be very chaotic for the systems that use development in their calculations.
So please devs, change the method you differentiate provinces with flavor elements. They need to be done via event triggers that tie directly to development. If you want to create the Skane market for example, increase Skane's starting dev and just put the cosmetic modifier on the province. When the market is removed in the 16th century, have an event remove it, lower development of Skane, and change its trade good to grain. Likewise for the copper mine in Sweden and the other provincial modifiers that exist. The effect is the same, but game systems can actually function properly this way.
The problem is that these provincial modifers are better represented through existing game systems. The Skane market, for example, should be represented by having a higher development in Skane. If you want to make it disappear via trigger then create an event that lowers the development. The issue is that existing game systems that rely on seeing provincial power via development (coring costs, AE, PU inheritance, AI estimation of strength, development costs, etc.) can't see these modifiers. If this method of differentiating provinces were applied throughout the game it would be very chaotic for the systems that use development in their calculations.
So please devs, change the method you differentiate provinces with flavor elements. They need to be done via event triggers that tie directly to development. If you want to create the Skane market for example, increase Skane's starting dev and just put the cosmetic modifier on the province. When the market is removed in the 16th century, have an event remove it, lower development of Skane, and change its trade good to grain. Likewise for the copper mine in Sweden and the other provincial modifiers that exist. The effect is the same, but game systems can actually function properly this way.
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