shader301202
A Pole
JFD, have You already added Colonies?
No, not yet. I'll be looking at content updates after my trimester ends in November.
For Colonies, I expect it'll be a fairly simple implementation: there'll be no variety between types of colony, just a colony as a special type of puppet in which you have more freedom over. This means it won't be intensive to code (so performance friendly) and can be done quickly. Except when you build a Drill School or something, which'll be to unlock regular military training (as otherwise you can only train Militia, as in the original mod) and which'll give you the neat Fort graphic over the city and the prefix "Fort." Hopefully ya'll be ok with this simplification.
A tri-trimester? And then two-thirds of a trimester, so a semester?When do you get summer? It seems like you're eternally at school.
I thought colonies were supposed to be simple in the first place. But if were refer to the original design document (TBD section) you were originally planning to have different types of Colonies. What types were you planning and why did you change your mind? (I'm guessing colony types would have been dependent on if they were coastal, land, resource heavy etc)
So now there will be no restrictions to Colony's? I always thought it to be a neat idea that colonies were a extension of your empire, but were unique in that they were more specialized in use. Also, is it possible to have Colonies abandon your empire and become City-States or new Civs? I wish it weren't so difficult, but I can only imagine the troubles killing of civs to reserve colony placement would cause. (Tho the idea is super cool)
I like that. I feel that having a large number of colony types would make ordinary cities uninteresting by comparison - and thus would necessitate creating specialised types for normal cities to even out the fun factor. A simpler colony mechanic such as this one is perfectly sufficient. Although I admit I liked setting up Penal and Missionary colonies when they were available - but I won't weep over their loss, as I'm definitely in favour of a miles more stable mod. Particularly in this day and age, when a few system-intensive mods are pretty much essential to and mutually dependent.
Hm, I don't know exactly what you intend to do with the tribe's borders, but can you give them civ borders owned by barbarians?Yeah, there's an Emancipated/Corvee/Slavery reform in Sov's industrial branch.
I still cannot figure how to actually indicate the borders on the tiles, as the typical ways of doing this is hardcoded like nothing else. It would actually otherwise be a very simple mechanic to implement. I don't want them to disappear, either, but it's too early to say for certain that I can't get around this issue.
Hm, I don't know exactly what you intend to do with the tribe's borders, but can you give them civ borders owned by barbarians?
You could branch that up further by having Colony specific Labor reforms (Slavery being one of them) or as per the original plan have reforms empire wide.
Is there no way to hard code them to be treated as city states, but with their features stripped out and replaced with your code? (They have reduced border growth or none, you can cross their territory). After thinking about it, I can imagine all the problems these can cause... If the only problem is indicating their borders...
Maybe have some sort of graphic that emanates from their village/tribe tile (What is the correct term for the tiles with tribes on them? Certainly not resources or luxuries) so that all the tiles surrounding the tribe tile have some sort of colored layering over them. I have a feeling that visually it's not that easy tho...
Is it possible to turn it into a Barb City inhabited by Rebels (So Rebel City?) if no other civ has attracted it with their culture and beliefs? That would give increased use to any promotions, beliefs, and policies against Barbaric/Rebellious scum.
I think it would be a good idea to blend your second idea with the third, with perhaps Rebels appearing near the city, quantity depending on loyalty (Below 75% produces 1-2, below 50% produces 2-3 etc)