Okay, so I'm modding XL+Tyberius 3.0 so that there are no provinicial bonuses, no armour upgrades from the Armourer line of buildings and renaming the Metalsmith to Blacksmith, making it a two-building-line (Blacksmith > Blacksmith's Workshop) complete with a financial bonus. I will probably tweak some other things too, such as income and building construction costs/times. Just personal preferences, really.
However, I want to play it with some house rules, including role playing. But what should those house rules be?
I've already decided that, as far as taxes are concerned, Normal should be the maximum allowed when not in a state of war. High when at war (what about in advance of starting a conflict?), and Very High when both at war and in a state of emergency at the same time (i.e. when I'm about to have my butt handed to me on a platter with all the trimmings and a bottle of Chablis). I've considered High as the possible maximum allowed, Very High when at war instead and/or in a state of emergency. As for occupied territory, the provinces should be assimilated - that is, for so many turns after conquest, Very Low taxes must be used. After so long, Low is then permitted, and then finally, Normal (and possibly High if I go for allowing that as a matter of course). Maybe during a war the amount of time I have to keep the lower tax rates is extended, perhaps in the range of dozens of turns. Same goes for taking territories that are of a different religion, although I could role-play generals there and have a few intolerant generals about (and actually allow rebellions, to again role-play - nothing like laughing when one of your own generals who has ignored your best advice is faced with execution at the hands of the people he has tormented).
As for starting wars - I can only do so if I send an emissary to the province in which resides the leader of the faction I want to fight with. Kind of like an unofficial mission to declare war.
Amongst other considerations, I must role-play my lineage. I could pretend a province or two are historically rebellious (may have to set the tax rates High or Very High there to induce rebellions), and send my King's heirs to put down the rebellions. I might have to raze buildings to induce rebellion also (role-playing sabotage for example, or riots before the main uprising).
Then there's my army composition I am looking into. I figure that the tech-level of my provinces should dictate the strength of my armies. If I have a Keep and a Fort, then I shouldn't really be able to recruit lots of Feudal Sergeants. Maybe one or two allowed TOPS. On the other hand, I have to recruit Urban Militia and Militia Sergeants as a matter of course, maybe low-level cavarly also. Not many FMAA. Definitely very few Royal Cavalry, or non at all. Maybe throwing a dice or coin toss would aid me in this.
What I'm really trying to say is, I want to role-play and apply house rules to a campaign (nothing like non of a certain unit type, or no recruiting spies or assassins or inquisitors - in fact, an inquisitor or two might be useful...especially to charge with rooting out the vile unbelievers within the ranks of my own armies). However, aside from formulating ones myself, I would appreciate input from the community, because this could be something really amazing and fun. I might even write it as an AAR at some point.
Of course, fighting battles will be more complicated in a way, because I have that mouse-over bug. I have a solution, though (not auto-calc :P). I have a modified GroupFormations.txt that allows me to change the rank depth of units without making unique formations. The only downside is that it has to be applied to more than a single unit, and they usually, at the very least, create a formation lining up aside one another (but nothing fancy). That is solved by pausing the game, selecting my units I want/need to, and issuing my order. Now, I can cancel the orders for the units I don't really want to follow that specific rank depth change and re-issue a movement order, while for the other unit I merely need to issue a movement order. They won't form at any pre-determined location any longer, I have full control over their position/heading. I also use the radar map to aid me in deployment, because that, for some reason, does work (although you can't change rank depth on it, hence the inventive use of the GroupFormations.txt, pause and backspace).
So...discuss, if you please. Any input is greatly appreciated.![]()
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