Feedback: Excellent submod in the spirit of the original, I really like all the new things to discover and master. I am glad that after all these years there's still an active community working on this, as this game is one of the last left over worth putting time into nowadays in my opinion.
suggestions:
regarding forts, castles and citadels:
I noticed that the AI will often put a fort right next to their cities, even if these cities are not in danger of being attacked, aka in the middle of their territory. This does give it a slight economic disadvantage over a player, who maximizes all his plots. The effect is not very strong, due to the other growth and economic boni it gets, but it's still bugging me somehow. AI needs all the help it can get
Therefore I'd suggest that the highest tier of the fort, the citadel, at least gives some sort of yield improvement, like 1
, or even 1
and 1
, or whatever you seem as appropriate (extra bonus with feudalism). The yield increase should be inferior to a specialized improvement, like f.e. a mine, but should still make that plot a little bit better than as if nothing was on it. As the player pays 1 solid gold for the fort commander, and leaving forts empty is just an invitation for a wolf rider swooping in and claiming it, I think this would not be unbalancing. Furthermore I'd like to suggest that the highest tier of forts also gives access to at least some crucial resources, so the AI will not have a fort on, let's say an iron deposit, and cannot use the iron beneath it. No chance for spreading or discovering, just access to this resource to the trade network. This might be unbalancing, maybe for multiplayer, which I don't do, but as far as i have observed the Ai will not neccesarily remove a fort from a resource even if it's the only one in their territory. Military resources like horses, copper, iron, mithril come to my mind there. A player will always try to get the full bonus from it, especially when this resource is next to a city anyway. Anyhow, I put this up to debate.
regarding resource discovering:
It has been said before, but obsidian discovered in mines is not so good. The reason why is that you will only discover resources you have already the tech for. So if you start building mines right away there is a high propability you will get stone, marble or obsidian before you have the tech for iron or mithril. To somehow circumsail that problem I'd like to suggest a different resource finding mechanic. Workers can build a set of improvements, specialized in finding resources. For mining stuff and stone it would be a "geologist expedition" , for deer, fur and that like a hunting expedition, for metals a metal expedition and so on. This improvement has the same growth mechanic as a fort, so in three stages it grows from the smallest form to the improvement needed for extracting that resource. For example "Hunter expedition" to "hunters outpost" to "camp" or something along these lines. That would prevent that the Ai builds this structure and then "forgets" to build an improvement over it once the resource is found. This structure could have a "fort commander" in it, that costs 1 gold, and has a very weak defense, so the player would have to guard it (AI maybe if that guy is set as a "worker" mechanic). The structure has a higher propability to find something than the random mechanic now (maybe 2.2k instead of 1.75). The only thing I can't figure out is how to kill the "proprietor" fort commander, once the building reaches it's highest tier, aka the improvement end state. But he is optional, and can be left out.
What I want with this is more control of finding resources where you want them and less random popup of stone which demands the removal of the mine and the building of a quarry. And of course a better overall chance of finding minerals instead of other resources that come earlier in the tech tree. And more effort involved of actually finding these resources, up to a point that not finding that resource would be bad in the long run, risk is fun
Alternatively the discovery rate of stones and such could be lowered.
Okay sorry for the long post, and all the typos I haven't found and I hope for many more years of mod goodness