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Probably be a good idea to keep it to 8 edicts per faction, because 8 edicts there's no UI bugging out, but when you've got 9 and 10 edicts to choose from, it's awful.
i wanted to ask around permission to use your mod in my Roman Faction ALL IN ONE Mod. I would be glad. Full credit will be given. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=220149780
One thing I'd like to suggest, if it's possible, is more faction/culture specific edicts, to make them more distinct and unique.
Also, an edict designed with defensive capabilities in mind is an idea I had. Upgrades stuff like seige holdout time, attrition, replenishing, army movement speed within the province, defense against spy/champion agents, stuff like that, at the expense of army recruitment per turn slots (soldiers already busy maning defenses), food (stockpiling for seiges), and taxes (money is being used to pay for the extra defenses).
1. Tax harvesting could apply a negative effect on public order due to increased squalor and discontent.
2. Bread and games could cost money each turn as the state pays for the extra food and games given to the people.
3. Noble philanthropy could decrease population growth (long explanation short) - less investment from wealthy classes leads to economic stagnation, lowing population growth in the long term.
4. Mercenary negotiation - not sure on the trade-off for this, possibly a one time cost or even
Possible additions
1. Cultral-isation e.g. Hellenisation, Romanisation, Punicisation ect, increases the culture rapidly towards equilibrium (+10 culture bonus in the province) with an increased cost due to the state sponsoring cultural events e.g. festivals, temple activities ect.
db\effect_budles_to_effects_junctions_tables\effects_bundles_to_effects_juntions
I dont know what that means or the affect of the conflict
it works with other mod. than happiness
P.S. Idea of faction-wide edict is also great.
Good work anyway :)