This post is going to just be a short paragraph or two on where my thoughts are currently headed. Perhaps most important right now, is expanding the unit rosters for the playable factions in the game. Too many of them, have very weak, early game unit rosters which do not allow for balanced armies. This will be changing. Factions like Carthage and others, who have hard times defeating other countries will have more variety of units to select from, even without a Level 1 military structure. In addition, as Military and City structures are upgraded, they will begin to phase out older units in exchange for newer ones. For instance:
By the time of the games beginning in 272 B.C. Rome was well established in its transition to the Manipular system. However, even Polybius notes that Roman units were still equipped with the Hasta; the Roman infantry spear used in the earlier centuries by their then hoplite formations. Then, around the time of the Second Punic War, weapons were adopted from Iberian tribes, and the new Manipular Roman Army took on its familiar form. To this end, the mod will eventually feature two types of Hastati, and Principes. The first will be recruitable at the very start, they will be Hastati and Principes which use the Hasta, and they will fill the first two tiers of the Roman Army. Along with Rorarii, Levy, and Equites for Cavalry. All of these units will be recruitable at the start of the Campaign.
Then as a player constructs buildings, going from Level I Roman Cities and Military Structures, to Level II structures, the Hastati and Principes will transition to the Gladius, Rorarii will be phased out of the recruitment pool, and Levy will be replaced with Velites. This sort of evolving Unit Roster will eventually be added to all of the Factions in the game, as the mod becomes more in-depth.
A fourth tier of Infantry will be created, encompassing those unarmored, light melee infantry, such as Rorarii, Mob, and various other types of militia. These units will have their stats, costs, and abilities adjusted, and will be the cheapest form of infantry which you can train.
I will continue to tweak the Campaign AI to find a perfect balance for their aggression, and diplomatic actions. Currently I find the CAI very aggressive, not a terrible thing, but too much aggressiveness leaves the player clamoring for control, especially with nations like Carthage, who's claims are all divided at the beginning of the campaign. I will also look to increase the Campaign AI's priority towards aiding the player in allied, or vassal wars.
Civil Wars will be removed for now, or at least made very rare. Patch 7 beta gave us a little control over their occurance, and I will be editing it to make civil wars less likely, if not eliminated altogether until I can return to them, hopefully when we have more control over how they work.
I'm looking to increase the variety, and requirements of technology and buildings, to make them dependent on one another. This means that in order to construct certain buildings you will need specific research, and to conduct specific research you will need specific buildings. Research and its effects will also be broadened, so that research feels like a considerable investment, rather than a small buff.
I'll make more posts as time goes on like this. Expect small updates for the next month or so, until I managed to release a major update with all this experimental stuff. Next update will finally included Army and Navy Cost and Upkeep tweaks. Stay tuned!