As part of the mod I'm making (read more here), I'm currently decoupling settlement development in terms of buildings from the population size and Walls. Instead, the different building levels (including Walls) are gated by City Hall buildings (from now on referred to as Halls), which represent the level of governance/organization/administration in the settlement (now also available in castles).
The reasons for this idea:
- Lore. According to lore different races have vastly different population sizes, and their level of civilization is not tied to it.
- Strategy. Upgrading settlements is currently always the right decision, this mod makes you consider whether it is worth it.
- Gameplay. The player has only a little influence on population growth, so upgrading settlements is mostly a brain-dead waiting game to reach the required population levels. It's no fun. With this mod upgrading is tied to finances, which is tied to the player's performance in the game. You have to perform well on the campaign map to advance your settlements. That's fun!
To prevent upgrades of Walls and Halls to max level everywhere in no time the following changes have been implemented:
- The construction times and especially construction costs required for Hall (and especially) Wall upgrades are significantly increased.
- Walls and Halls cost upkeep per turn. Higher level Walls and Halls cost more. Only build them when you need them.
- Economy income now relies far more heavily on taxes, and tax income is dependent on population sizes. Higher tax levels decrease public order more, Halls increase public order. So you're going to need higher tax levels to fund your faction (keeping them all on Low will be very challenging), and you're going to need better Halls to keep public order. Since Halls cost a fixed amount of upkeep, the ability to increase the tax level due to a Hall upgrade might not pay off in low population settlements!
- For the AI additional buildings are required for each Hall and Wall upgrade and may also be limited by 'hidden resources' per region.
With this mod you have freedom of choice concerning settlement progression, but the game mechanics encourage to develop settlements with higher population over those with lower population, and encourage to build bigger Walls in strategically important and border regions over those in the hinterlands.
Concerning population sizes and lore, this decoupling allows changes to building bonuses dependent on race/faction without impacting the ability to upgrade settlements. Realistic population growth and different kind of economy balances can be realized based on race/faction according to lore. Elves could for example be given more trade bonuses from buildings to compensate the reduced tax income due to low populations, while for example Orcs (or certain Orc factions) could get less public order bonuses so it's harder to exploit their huge population sizes by collecting Very High taxes.
Osgiliath
I want to specifically address the Osigiliath upgrades. With this mod, first all levels of Halls will need to be build before the Huge Stone wall upgrade becomes available. This costs more money and takes more time than it did before. Secondly, the actual Huge Wall upgrade will be very costly, and also take longer than it does now. I'd argue it's harder to achieve with this mod, but it may be faster if you perform well in the campaign. Again, it's tied more to your performance than to a brain-dead waiting game.
What do you think?