This is a very early version for showing purposes only. The military trees have been severly streghtened and some new effects have been used. Soon the civil trees will follow and with some feedback I will soon do the other factions.

SAVE GAME USE NOT ADVISED (yet)!

My Intentions

General changes


  • Merge weaker bonuses into more rewarding ones, e.g. instead of 1+2+3...to Agricultur from Economy you recieve 6 bonuses with 5% each. Feels more rewarding.
  • Spread some unique bonuses like reload or missile damage from tactics more
  • Edicts will benefit from technologies directly
  • Early bonuses should be more flat ones, later bonuses are more scaling
  • Some bonuses formerly exclusive to other effects
  • Security against agent actions in towns increased



Military

Management


  • More and better spread recruitment slots for army / navy
  • -recruitment and maintenance better spread
  • Some techs reduces growth / taxrate factionwide and provinces / regions consume food. This will simulate the Impact of workforce loss due to the military.



Tactics


  • Reload, missile damage and run speed more spread
  • Some techs reduces replenishment rate, increase maintenance and increase recruitment Times. This will simulate that less and less are able to meet your requirements for the army and the training needs more time and space.



Siege


  • All attrition better spread
  • More city tower bonuses
  • Hold-out times better spread



Civil

Economy
  • Income increasing bonuses to edicts
  • reduce of slave decline
  • If possible, effects that increase slave population to make it possible to gain slaves in economic centres only and easily regulate their decline without battles
  • Better trade and agricultur bonuses
  • Maybe some flat money bonuses like increased base income or just simply a flat amount of money



Philosophy


  • All stats except -corruption and +culture better spread
  • Edicts get buffed, increase tax rate and order



Construction


  • Growth better spread
  • Building times will be reduced more
  • One of the industry bonuses has to go, most likey group bonus.
  • Edict buffs will reduce building times / costs, but cause unrest, slave decline and -tax
  • Increase road movement



All roman trees should be finished this week.

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