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So, there's this new kind of equilibrium around better starting cities, more splintered provinces, and a better fields-and-wildlands gameplay. This can be kind of balanced with a greater base bonus in raiding, but it's kind of bland too, and now there are big pieces of lands even less acutely represented by a settlement, so there's a proposition:
Some of the (added) slots, instead of being town buildings, are like the resources ones, rural infrastructures - expanded versions of the farm chains and with similar benefits.
They have some mechanics unique to them: they INCREASE the raiding of enemy armies, and can get damaged by raiding. They represent everything that is not behind the walls, villages, fields, etc... Some regions more rural than others have more of this slots (Stirland...)and they play more around them.
In the ideal form, they woudl be like ports - their slots are reserved.
Fun part also is you can have different approaches to the bandits problem: lure them out and/or shuffle the forest to find them, stay behind your walls and make more money and public orders buildings to wait it out, ....
Some optional rules :
1- Urban buildings give also enemy raiding bonuses (from land piracy) but also *sacking and looting* bonuses - remember the leftover minor settlements ? They just got even juicier to have and to sack, reapplying the vanilla feel of choosing how to specialize them, between support, money and defence in a part of the game.
2- One I was working toward for human factions: Food comeback (remember, Attila's game engine). So now you have to play with the rural part of the game to grow madly your huge city-states. Balances the whole stuff. (Actually i wanted to give food to hordes too, with the Tanukhids mechanic, but that's another story).
Yes, while making Karaz-a-Karak big and independent is easy, doing so turns the other two minor settlements into a pretty bad two-settlement-province. A solution could be to turn them into cities, but the lore really does not justifiy that.
Giving Marienburg a stronger economy from campaign start on can cause problems for Louen Leoncoeur's starting position. During my test campaign with Louen on VH, Marienburg managed to overrun me with three full stacks until I rushed the city of Marienburg itself.
Maybe changing Marienburg's AI personality to a more defensive one could be a better solution. Don't know how they are in lore.
It could look weird to separate K8P from its province and let Karaz-a-Karak stay in its original province. Someone suggested moving it to another neighbouring province and upgrading one of the minor orc settlements to a province capital. This would apparently be lore-friendly. Can't remember exactly.
Yes, more than 12 are possible. I don't know where the limit is. But four-settlement-provinces can cause visual bugs when their capital gains too many slots as far as I know. Settlements can also run out of constructable buildings, so their additional slots become useless.
Yes, definitely. I think every Empire city-state should at least start with T1 barracks and stables. Maaaaybe a blacksmith. This may also help the AI with construction planning.
I already used this to help out Mousillon a little.
This is also something I have thought about: replacing less interesting settlements with more interesting ones. Though they would need to be in close proximity to each other in lore.
Making Brass Keep capturable by Humans, Dwarfs, Vampire Counts, Greenskins and Chaos would need the introduction of another racial settlement type I think. It's original culture is set to 'Human' and I won't change the 'Human' settlements to be conquerable by everyone, so Brass Keep would need its own unique one.
Stirland gets steamrolled by the Von Carstein's or Sylvania really often nowadays. Or they get confederated into one of the other Empire factions.
While I like to give factions the possibility to stay alive longer, there's just nothing in lore that justifies Stirland successfully defending against real undead armies.
Mootland also won't last long. Rural slots would indeed be quite nice here.
Drakwald would then be bigger than Middenland, this could look weird on the campaign map. If there only was a way to have province borders overlap, so that Drakwald could be within Middenland.
Differentiating between slots is a good idea. I will have to look into this and see if it's actually possible, but it should be. I think port slots can be duplicated and remodeled accordingly.
Increasing the raiding income of local enemies should be possible. Damaging buildings without attacking the actual settlement doesn't work I think. Well, it could be scripted, because there are events in the campaign which damage settlement buildings. But that's something for another day.
The biggest problem for me is always maintaining a nice balance, because almost all mods on the workshop are designed to be played with the original campaign map in mind.
Louen would have a second major to compensate, but additionally modifying Marienburg would make sense - it's a mix of Switzerland, Netherlands and Venice, so having everything they can at home to defend is kinda lore - their empire is entirely based on a sole metropolis.
Of course, I aimed for those proximities. It's made easier by the facts that the maps changed a lot along the editions and that a lot of named (important) locations are not exactly pointed on th emap - Mordheim for example is just said to be in the Deadwood, near the south border of Ostermark.
Or you can just make it a Norsca settlement. There's a mod that would further help that makes norsca settlements colonizable by dwarfs and greenskins. No need to make it conquerable by humans and vampires, this way it makes things funnier in the middle empire.
Think the same.
To be honest i'm not especially eager to make fully playable and balanced the "Hufflepuff provinces" of the Empire that don't have interesting characters or rules, like Stirland, Ostermark, Hochland, Averland, Nordland, Ostland and Talabecland.
That leaves Middenland, Reikland, Wissenland, and Marienburg as majors.
In the case of funny/emblematic "common" characters (like Averland's Mad Count) they can be obtained by confederating anyway.
We could go with Weismund in Middenland (even if it makes yet another portion of the forest into another province - there's already parts in Wasteland and Nordland).
For the project, I have plans for all the funny landmarks of the map (like the spiderwebs, or the tumuli, or this dragon cave) and just wanted to seed them into the "right" province as much as possible.
Middenheim would also be easily worth a little two regions province with no special rules.
Keep me informed ^^
The second part is not absolutely to be anyway.
I sort of remember this happening in a past Total War, but that's very fuzzy in my mind.
Of course. The changes I had in mind makes the sedentary factions in somewhat the same balance. It's a different thing for the hordes though (but they already get help from existing mods, and that's because they are not really balanced right now).
To be honest I have plans for them.