jajknight
12-24-2002, 00:21
Wouldn’t it be cool if you could double-click a province and a "province management" screen would appear? This screen would have a picture of the governing general, his abilities, population stats, financial stats, farming stats, and a wealth of settings you can change. Maybe even a picture of the countryside with wheat blowing in the wind. Each province would have its OWN budget and treasury. Each province must support what is in that province based on that treasury. This would require governors not be tied to units - which was another great suggestion made before. Money, food and supplies can be transferred between provinces at a cost in turns and money.
Expanding on that idea, why not INVEST money in farming instead of just building some intangible "improvement"? If you stop investing, then farming income steadily declines, if you keep investing it increases.
This would provide more depth than the building queue, which is too simplistic in my opinion. After awhile, the building queue gets really repetitive and leads to the micro-management syndrome. In order to avoid that here - you just dictate that the governing general take care of things. If he doesn't produce results, you publicly hang him.
This would also open up a strategy where you have your wealthy farming provinces investing in and producing food for the rest of the empire, while others specialize in troop production for example.
Each province would pay taxes to the empire treasury where different, more strategic decisions can be made. A typical decision in the empire view would involve spending money to move your army. You want to move 5000 troops halfway across the globe? It will cost you - a lot.
Overall:
-Empire level View: empire treasury with grander and broader decisions being made here including troop movements, alliances, etc.
-Province level View: province treasury independent of the empire as well as a multitude of stats and choices on how to manage that province.
-Investing in improvements and people instead of buying them. The investing never ends, much like real life. Thus you would build a farm then invest in it or build a troop unit then invest in their training.
-More ways to spend money. There has to be more costs in the game so you don't end up with a million florin sitting around. Money should also have more power to influence the game in major ways. Going in the red should hurt - and hurt bad. There could be a lot of creative ways to spend money - like using half your budget and 20 turns to train the perfect assassin
Expanding on that idea, why not INVEST money in farming instead of just building some intangible "improvement"? If you stop investing, then farming income steadily declines, if you keep investing it increases.
This would provide more depth than the building queue, which is too simplistic in my opinion. After awhile, the building queue gets really repetitive and leads to the micro-management syndrome. In order to avoid that here - you just dictate that the governing general take care of things. If he doesn't produce results, you publicly hang him.
This would also open up a strategy where you have your wealthy farming provinces investing in and producing food for the rest of the empire, while others specialize in troop production for example.
Each province would pay taxes to the empire treasury where different, more strategic decisions can be made. A typical decision in the empire view would involve spending money to move your army. You want to move 5000 troops halfway across the globe? It will cost you - a lot.
Overall:
-Empire level View: empire treasury with grander and broader decisions being made here including troop movements, alliances, etc.
-Province level View: province treasury independent of the empire as well as a multitude of stats and choices on how to manage that province.
-Investing in improvements and people instead of buying them. The investing never ends, much like real life. Thus you would build a farm then invest in it or build a troop unit then invest in their training.
-More ways to spend money. There has to be more costs in the game so you don't end up with a million florin sitting around. Money should also have more power to influence the game in major ways. Going in the red should hurt - and hurt bad. There could be a lot of creative ways to spend money - like using half your budget and 20 turns to train the perfect assassin