I'm working on a new mod with some different flavors (not for all tastes) which sincerely need your active discussion about them.
These will be the main differences with Vanilla:
Timeframe
1080-1580 with 2 turns for year. The growth of the settlements is already been worked out in the settlement xml file. The movement of land military units has been halved and together with the bigger map will avoid blitzkriegs (no Guderian and Rommel in middle-age... you know ). Movement of most agents and ships have been increased. Cost and construction time of all buildings have been multiplied by 4. Starting development of cities will be historically correct (so yes Constantinople will have Saint Sofia from the start).
Regions and Map
I'm near to complete the complete rewriting of all regions. They'll be about the max of 200, historically correct for the date of campaign start (1080) and with their names in the language of the owners (possibly). The map will be a reworking of Spurius' one (big thanks to him). Rebel regions will be noticeably stronger, if the Byzs want to conquer Bulgaria back they have to sweat like Basil II did (it's hard to be the Basileus).
Factions
There will be no countries (no sense in middle age, there was no concept of country in modern sense) but instead dinasties that will battle over the map, acquiring regions and titles linked with them.
Basically if the Plantagenets will kick the Capetians' ass they will become kings of England AND France, as they became kings of Scotland, Eire and Waled in reality... you see historically correct and gameplay solid.
So no more silly Denmark become the ruler of the world, it will be the dinasty who ruled Denmark which will get the titles he will conquer grabbing regions from others. Another example, the HRE will have the Welfs and Waiblings battle over the emperor crown.
Titles
There will be kingdom titles, which could be acquired just by the faction leader, and regional titles (count, duke, sheik, etc) which will be given to generals once they'll garrison a settlement for some minimum turns. They will be transmitted to the son (maybe giving the son a trait... title_heir if the father has the ancillary title, removing the trait if the father would not have the ancillary title anymore). Have to test how could the AI behave, but I think I will sort it out.
Titles will be removed once the faction won't possess the region at the end of the turn.
All in all it will be a shitload of scripting and triggering as for every turn it will have to test the property of every region for every faction.
Victory Conditions
This is the hardest of all to work out as the AI is not very reliable about it and don't know exactly how to link the it to the titles but probably I will give as victory conditions the possess of some capital regions (which grant the royal titles). Anyway I will think about it a bit better.
AI
AI will be improved but is still in a testing phase until I could mod all the new factions into as it's extremely reactive to who the neighbours are and which victory conditions they share with us.
New Units and Buildings
Without the unpacker no work done here but units will be recruited possibily on a regional basis more than on a faction basis (so if Egypt will conquer Welsh it could recruit welsh longbows).
Generals could be recruited by all the faction who will still possess one capitol region so to avoid (hopefully) the unhistorical adoptions as there no way to mod it out completely, but you will have presented 99 years generals who'll die the year later, so it's better for your factions to have fertile sons.
I'm also curios if you can inherit other factions by one of your princesses marriage (as it did happen historically).
The most prominent buildings will be included into the hard coded limits (so if Capetians will posses Paris region they could build Notre Dame for example).
Ok, this is my "vaste programme" and can't wait to have the unpacker in my hands but I would be really glad to hear your opinions and criticisms about itl. Thanks to anyone patient enough to read it all .
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