What's up, community.
For starters - I don't know if there's even a slight bit of interest in a thing such as this given the state of the MTW community at this point in time. But I've always felt that it's an important matter that just hasn't been reflected in any 'official' mod out there. I could be wrong about that last part - if so: read the preface, yawn and consider me outlandish. If I'm right, though, things just got interesting...
The deal is this: The BUILD_PROD is lacking a province discrimination function. This is perhaps the silliest thing ever, since you're unable to distribute certain buildings to specific provinces rather than, as it is, globally. This relates to my ancient idea (of creating circumstances in which invaders would have a harder time controlling a province than the 'historical' owner) in a very detrimental way, because the only way to get this done properly is to assign to each a faction-specific loyalty building that is only available at certain designated provinces. You get the picture.
I engaged in a very enlightening discussion with Asai Naga regarding this matter where I learned of the limitations set upon us house modders by the source (recommended read for background catch up). But he kind of brought me back with the genious gambit of making these faction-specific loyalty buildings dependant on a resource. This resource could then be distributed across the map to reflect 'homelands' for each faction.
Now. This was some time ago and I only recently got around to actually fixing this. Yes, it works, but not in the way I wanted it to. The fact of the bloody matter is that resources are hardcoded. Insanity. This madness obviously means that you're limited to 6 loyalty buildings. Soooo, this begs the question: How best to make use of 6 loyalty buildings?
The way I see it there are these options:
1. Divide the camp map into 6 regions wherein the loyalty buildings are trainable by all starting factions. E.g. 'West Europe' consists of Danish, German, English and French empires, and, 'Mediterranean Europe' consists of Spanish, Aragonese and Italian empires and so on. The resources are distributed very arbitrarily to reflect the way I(!) think the borders of respective 'culture' should look.
2. Make exceptions. The weaker factions should still be able to invade the stronger factions but not conversely. Denmark, Sweden and Norway would hence be given a 'rebellious' boost to about 9 (which makes occupying practically impossible, ar at least not very feasible at all) but also be given the 'loyalty resource' on which their faction-unique loyalty building depends. Danish would be able to control Scandinavia, but no one else would.
What I'm looking for is this: Which option makes the game more fun, and why? What should the 'cultural regions' look like, both regarding provinces and factions? What should the 'rebellious' 'loyalty bonus' relationship look like (I have it at 8 vs. 95/135 at the moment)? If option 2 is preferred - which factions should be exempted? Etc.
I sure hope I haven't written all this in vain and ya'll are already playing house mods on this very concept and I'm the last guy in the world to realize this. I have yet to have heard this debated, though, so I thought it decent to present this concept nevertheless. Hopefully this sparks your imagination and a little bit of discussion, since I'm in need of perspectives on this. Testing the concept is possible if you wish - I have no problems with releasing the files for anyone who wants to give it a go (because I know how much it sucks to tinker all the changes manually, believe me).
So, yeah, that's it for now. Cheers!
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