Bored of every topic talking about 1.5 i thought id start a topic about 1.6 and the WoN content.
I've been doing a bit of thinking about how i would make WoN work, and i'm sure its too late for the expansion but i thought i would put it out there anyway!
So as per the title tradeposts... stolen direct from CKII i would fit all of India, Spice Islands and China with Tradeposts. The rest of the map i would leave without them for now so as not to over complicate things.
The exact way how they would work is fairly flexible but i would think that they are only build-able at a certain tech level, this would give Europeans who are usually ahead in tech the most likely ability to get the slots first but without preventing other nations from ever using them. To build one you would have to sacrifice a merchant (from steering or collecting) for 5 years or so, a bit like a colony. This would favour the merchant republics etc who can probably afford to spare one for the time it takes.
The tradepost could provide fleet basing rights but no military plus a little trade power and naval force limit increase (3 per post?). Also the ability to send merchants to steer and colonial range.
The tradepost also gives you a permanent claim on the province its situated in. This would mean we can finally get rid of the 'foothold in india/spice/china mission' that gives you claims on everything coastal and replace it with a nice bonus for making your first tradepost in that region.
Once you get say 3-5 tradeposts you get the option to form the East India company who then become a vassal running the tradeposts and can build their own trade ships with the naval force limit. Once the company is formed it works a little like a colonial nation where they give you a tariff maybe fixed at 50% and no liberty desire and some trade power to keep the flow to home.
The benefit of all this is you can fill up the spice islands so they are no longer colonisable giving more/bigger nations to play in that region.
All sounds great? Well no military access means you need to be on good terms with the host nation so they don't attack and destroy it, something along the lines of once its destroyed in siege the war lost so if you cant get a relief army there quick you will lose no matter how superior you are. The host nation should also get a bonus to money for allowing it and can of course give military access to allow the tradepost owner to defend it from other powers seeking to steal it.
Of course you could always use the claim to take the province for yourself which would also go to the East India Company if formed and start providing them of their own source of manpower.
I'm sure there are many more things people can add or disagree with but i thought it would shake things up a bit from having to either colonise or forcefully take provinces in that region. And of course it would need a hell of a lot of balancing.
Those without WoN would just play the game as per 1.5 with maybe a few tweeks, thoughts?
I've been doing a bit of thinking about how i would make WoN work, and i'm sure its too late for the expansion but i thought i would put it out there anyway!
So as per the title tradeposts... stolen direct from CKII i would fit all of India, Spice Islands and China with Tradeposts. The rest of the map i would leave without them for now so as not to over complicate things.
The exact way how they would work is fairly flexible but i would think that they are only build-able at a certain tech level, this would give Europeans who are usually ahead in tech the most likely ability to get the slots first but without preventing other nations from ever using them. To build one you would have to sacrifice a merchant (from steering or collecting) for 5 years or so, a bit like a colony. This would favour the merchant republics etc who can probably afford to spare one for the time it takes.
The tradepost could provide fleet basing rights but no military plus a little trade power and naval force limit increase (3 per post?). Also the ability to send merchants to steer and colonial range.
The tradepost also gives you a permanent claim on the province its situated in. This would mean we can finally get rid of the 'foothold in india/spice/china mission' that gives you claims on everything coastal and replace it with a nice bonus for making your first tradepost in that region.
Once you get say 3-5 tradeposts you get the option to form the East India company who then become a vassal running the tradeposts and can build their own trade ships with the naval force limit. Once the company is formed it works a little like a colonial nation where they give you a tariff maybe fixed at 50% and no liberty desire and some trade power to keep the flow to home.
The benefit of all this is you can fill up the spice islands so they are no longer colonisable giving more/bigger nations to play in that region.
All sounds great? Well no military access means you need to be on good terms with the host nation so they don't attack and destroy it, something along the lines of once its destroyed in siege the war lost so if you cant get a relief army there quick you will lose no matter how superior you are. The host nation should also get a bonus to money for allowing it and can of course give military access to allow the tradepost owner to defend it from other powers seeking to steal it.
Of course you could always use the claim to take the province for yourself which would also go to the East India Company if formed and start providing them of their own source of manpower.
I'm sure there are many more things people can add or disagree with but i thought it would shake things up a bit from having to either colonise or forcefully take provinces in that region. And of course it would need a hell of a lot of balancing.
Those without WoN would just play the game as per 1.5 with maybe a few tweeks, thoughts?