The thing isn't about farms giving better bonuses but about how a "farming" building should be implemented in the first place. Building farms wouldn't be quite what you do to increase agricultural output, it'd rather be stuff like passing decrees to settle people in unsettled or sparsely inhabited areas, building granaries, developing technologies and so on.
What I mean with the recruit pools is stuff like this:
Code:
recruit_pool "crossbow_militia" 0 0.002 0.5 3 requires factions { all, } and building_present core_building and building_present_min_level control_level control4 or building_present ai_control
But yes, these can be linked to event_counters, too. I'd like to create some random events with that stuff.
I don't intend to keep spies in the game as spies by the way. They're just too powerful. I'll reveal the whole map at the start of the game, then you'll have to make do with diplomats (who will have a larger line of sight than in vanilla) but are capped to a certain limit. I'd like a system best where I can restrict spies to, you know, spying, but I didn't see a way to do that.
I'll probably also limit assassins somewhat because their sabotage ability is ridiculous, too. One assassin can disable a building, so it should be pretty expensive (let's say at least as much as it costs to repair the building).
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