I have successfully moved project on newer computer. At this point assets II were big enough to be left behind. Therefore small assets III should guarantee quick updates for several years.
About recent systems. First corporations are in a good state, they got some focus in this update. I have planned minor balance to rewards and interface improvements for Great Game. For Relics I will definitely apply balance to individual piecies. Relics right now looks the worst (which is unfortunately since it is the only non-optional system). However I hope that in time they will click in.
I am happy with the main goals of v32: Codex and Meritocracy. I believe that both systems gained a good direction.
Let's talk about next update goals.
- City-states' quests (politics)
After Codex/Meritocracy success I decided to focus on another existing system. City-states' quests are unfortunately hard to balance due to the shifting amount of city-states that can be present in game. I had some plans to limit participating major players to X closest ones (which would create global spheres of interests) however I decided against it.
I want to make checkbox which will allow player to ignore individual city-state's politics (both notifications and alerts).
Politics are split in three subquests: politics, mission and project. The changes will focus on politics subquest. It will be now static for a city-state (instead randomly assigned each time) - therefore player will be more able to predict his natural allies.
Major players will be able to choose new principle that reflects those politics (aka establish their own policy) - it will grant minor gratitude if city-state has currently the same politics.
What is more, city-states will follow politics chosen by a major player if they were forced to adopt his codex.
Finally, governors will also choose their favoured politics (further gratitude source and a cause for conflict).
The system will require 6+ distinct and balanced politics, present in all five scenarios.
I would like to push some hardcoded AI flavours to the base game flavours system which would link them to individual leaders. I hope to achieve some familiarity: for example Gandhi likes his palaces, Elizabeth is crazy about codex.
It would be also great if I manage to make AI do tactical moves first (attacks) and then diplomacy (request peace). Something human players often do.
Finally I would like players to be able to choose from 3 wonders upon winning a race project. The concept is old but I never felt like writing logic for AI for that.
I have listed numerous interface improvements. There will be balance overhaul of Manufactories' traits. Spy initial amount/acquisition will be a bit standardized.
Governors will receive new diplomatic actions. I have also noticed that initial vision (revealed plots) in renaissance scenario could be better.