I have not seen one of these threads around here, and I have been building up a lot of suggestions that just don't seem to fit anywhere else. So here goes:

- Resetting portions of the Building Dependencies. I noticed in the Long Road that you can build any level of any barracks once you have a Minor City. That defeats the purpose of a long - running game, because you can get your best military units just as soon as you get the money to buy the barracks, instead of having to build up the cities over the long term to get to the ultimate levels of the cities and therefore, the ultimate levels of barracks. This will restrict technological development in the early game, and this is as it should be, this is the same reason we have Technological development Events that unlock units as technology historically improved. I think the mod is already going in this direction by restoring the Militia to the Cities and the Soldiers to the castles, which will restore a core dynamic that is unique to this game. We need to go further and reset the barracks too. That being said, not all portions of the building dependencies need to be reset. I particularly like how the Market and the Center of Learning dependencies work, and think those should stay, but we need to be open to changes in the rest of the building dependencies like this. Perhaps the Blacksmithing tree should also be linked to technological development, if it is not already.

- Royal Blood Traits for all Factions. Let me preface this by saying that I absolutely love playing as the Kievan Rus, one of the new factions added to the Long Road, and it is an awesome faction. But it doesn't have a Royal Blood Trait, so a new Royal House gets founded as soon as the second King comes to the throne, even though he is a direct descendent of the existing Royal Line! Having the Kievan Rus have a Royal blood trait would solve this problem. So we need to design Royal Blood Traits for every faction accordingly.

- Change Market Income back to "Increase in Tradeable Goods". This is just a pet peeve of mine, really, but markets should not provide a fixed amount of income like mines do. It should be different for every province, and that is what they do as they are originally scripted.

These are just a few suggestions that come directly to mind, I am sure I will think of others and other people will do so as well. Conditorre, keep up the good work, and feel free to delete any suggestions that are not in keeping with the spirit of the mod.

For example -

WE KNOW IT IS GOING TO BE EXPENSIVE TO BUY THINGS IN THIS MOD. STOP SUGGESTING CUTTING THE PRICES.

The high price of development is part of the long game. Either you deal with it, or you play another mod that has a shorter timeframe where lower prices are justified.

That's all for now, but I am sure I will think of more. Anyone else have any ideas?