Since development was introduced, I mostly dismissed the development button since in most cases, I gladly would have paid the money development got me the get the monarch points I had to invest. Recently I had decided to to a custom nation / exodus / colonisation run and noticed a few things about terrain and buildings I'd like to bring up here.
Buildings:
Good Additions (Of which some were in the game at some point already):
Road Network | + movement speed
Something like this was implemented way up in the old building tree, and thus used seldom. Would be really handy for countries like Russia. Can be balanced better with new building system.
Granary/Magazine | + Supply limit
Again very useful for underdeveloped countries since there is, afaik, no way of increasing supply limit besides tech
and development.
Bank/Some Finance related building | Inflation reduction
Of course only a very minor amount of yearly inflation reduction. Would be nice nevertheless. Preferably not a
modifier as in the old buildings system but a flat amount.
Maybe's (not really thought through, just as inspiration what may be possible):
Kontor | Increased Trade Value in End Node OR trade efficiency
Administration | Increased Autonomy tickdown
Naval Base | Extended supply range for navies around this province
About Terrain and Trade goods:
This has been brought up often but I want to mention it anyway. It would be nice if Terrain and Trade goods would be more dynamic, as in:
- Woods/Forest geives boni to shipbuilding cost, but can be converted into grassland farmland either by event or action.
- Mabye have negative events too, like flooding changing coastal grassland into marsh.
- Higly developed provinces with wool, cotton or grain may change by event to cloth or naval supply respectivly.
Mercantilism could increasly likelyhood
Those were the ideas I came up with while developing the American Eastcoast. I hope at least some of them were not already thought of by the developers and do acutally help.
P.S: Plz fix the economic mapmode :')
Buildings:
Good Additions (Of which some were in the game at some point already):
Road Network | + movement speed
Something like this was implemented way up in the old building tree, and thus used seldom. Would be really handy for countries like Russia. Can be balanced better with new building system.
Granary/Magazine | + Supply limit
Again very useful for underdeveloped countries since there is, afaik, no way of increasing supply limit besides tech
and development.
Bank/Some Finance related building | Inflation reduction
Of course only a very minor amount of yearly inflation reduction. Would be nice nevertheless. Preferably not a
modifier as in the old buildings system but a flat amount.
Maybe's (not really thought through, just as inspiration what may be possible):
Kontor | Increased Trade Value in End Node OR trade efficiency
Administration | Increased Autonomy tickdown
Naval Base | Extended supply range for navies around this province
About Terrain and Trade goods:
This has been brought up often but I want to mention it anyway. It would be nice if Terrain and Trade goods would be more dynamic, as in:
- Woods/Forest geives boni to shipbuilding cost, but can be converted into grassland farmland either by event or action.
- Mabye have negative events too, like flooding changing coastal grassland into marsh.
- Higly developed provinces with wool, cotton or grain may change by event to cloth or naval supply respectivly.
Mercantilism could increasly likelyhood
Those were the ideas I came up with while developing the American Eastcoast. I hope at least some of them were not already thought of by the developers and do acutally help.
P.S: Plz fix the economic mapmode :')
- 2
Upvote
0