Hi all, last time I've posted a bunch of suggestion all in one topic, but it wasn't the best of the ideas, so i'll make split suggestions this time around, and before posting them in the Senatus, I'll post them here, to check feedback
I'll start with one of my favourite suggestions: Setting up the Autonomy of Regions.
WHY I do think Regional Autonomy is important?
Because large empires tend to require too much micro, and most of the times, that's means not building anything sensible in any Region outside of the Home Region.
HOW to do that is, in my non-developer-non-modder opinion is pretty simple.
The Ai for building stuff, for moving slaves, for trade routes and for rising armies, it's already there.
It doesn't require to code a line, in this regard (but more on this later)
What the Ai of the Governor in question needs, however, is money to do all this stuff, and also it needs to know to what point limit its own autonomy vs the player.
So I've come up with that idea:
A drop down menu from the Regional view (both map mode and click on one of its provinces) with three choices:
Zero Autonomy: like it is now 75% income for the Treasury, 25% for the Governor's dues and it's fully up to the player what to do
Some Autonomy: Ai can build buildings (priority to Region capital), moving slaves around, 30% income for the National Treasury
Full Autonomy: Ai can build buildings, move slaves, make trade routes and rise armies,10% income for the Nation (armies would be treated by the game as Clan Retinues, not for the Governor, but for the Region, so, again, the code is already present)
The Ai will check (monthly?) how much cash it saved by not giving all the money to the State, then decide what to build in accordance with the today present code.
This thing can then be expanded in future updates or dlc in this way:
1) Choosing a policy for the Region will effect the priority of the Governor when spending money.
2) A further tier of autonomy can be added (or just a checkbox) for allowing Governors to go to war and conquest lands that are so small or far away that it's just too boring to do manually.
3) Add a "distance_from_capital_for_management" line of code to dictate the MINIMUM level of autonomy for far away Regions, as it was in reality.
For instance, Zero Autonomy could be selectable ONLY for Regions bordering directly, via land/naval range, the capital Region, and requiring at least Some Autonomy after that.
Regions that are double over the naval range, for instance, would REQUIRE Full Autonomy.
etc.
Also, I'll attach the suggestions received from @Ketchup & friends about the topic.
I'll start with one of my favourite suggestions: Setting up the Autonomy of Regions.
WHY I do think Regional Autonomy is important?
Because large empires tend to require too much micro, and most of the times, that's means not building anything sensible in any Region outside of the Home Region.
HOW to do that is, in my non-developer-non-modder opinion is pretty simple.
The Ai for building stuff, for moving slaves, for trade routes and for rising armies, it's already there.
It doesn't require to code a line, in this regard (but more on this later)
What the Ai of the Governor in question needs, however, is money to do all this stuff, and also it needs to know to what point limit its own autonomy vs the player.
So I've come up with that idea:
A drop down menu from the Regional view (both map mode and click on one of its provinces) with three choices:
Zero Autonomy: like it is now 75% income for the Treasury, 25% for the Governor's dues and it's fully up to the player what to do
Some Autonomy: Ai can build buildings (priority to Region capital), moving slaves around, 30% income for the National Treasury
Full Autonomy: Ai can build buildings, move slaves, make trade routes and rise armies,10% income for the Nation (armies would be treated by the game as Clan Retinues, not for the Governor, but for the Region, so, again, the code is already present)
The Ai will check (monthly?) how much cash it saved by not giving all the money to the State, then decide what to build in accordance with the today present code.
This thing can then be expanded in future updates or dlc in this way:
1) Choosing a policy for the Region will effect the priority of the Governor when spending money.
2) A further tier of autonomy can be added (or just a checkbox) for allowing Governors to go to war and conquest lands that are so small or far away that it's just too boring to do manually.
3) Add a "distance_from_capital_for_management" line of code to dictate the MINIMUM level of autonomy for far away Regions, as it was in reality.
For instance, Zero Autonomy could be selectable ONLY for Regions bordering directly, via land/naval range, the capital Region, and requiring at least Some Autonomy after that.
Regions that are double over the naval range, for instance, would REQUIRE Full Autonomy.
etc.
Also, I'll attach the suggestions received from @Ketchup & friends about the topic.
- 19