Now that many ideas have been finalized and are being implemented, I and other members of R2TR will post here some of the new features. That way, players will know their possibilities and will receive some tested campaign tips and explanations. Unfortunately I cannot keep my promise to OvO for many screenshots, due to having many issues on my PC which are making the loading of the game a torture. I am planning to upgrade soon though and hopefully will include more pics as time goes by..
PART A: ECONOMY
A)Buildings
First of all, subsistence income from cities was removed. No money out of thin air. Now money is produced by investments like farms, industries, cattle and various other resource producing towns.These goods go to the cities and there the profit is multiplied.The role of the city building mainly is to multiply the profit of goods coming from the various regions of the province.The cities alone will find it very hard to survive without a network of incoming goods.They only produce some specific industrial goods such as jewellery, and of course have ports with their trade. Both in cities and their provincial towns, the same line of buildings must be constructed. If you want farms, then in cities you must build grain traders to increase their profit not a tavern that promotes cattle selling or if you already have a mine, it is much preferred to build a Jewellery building which multiplies the mining profits and give some income. In a very rich region, it might be more profitable to build a Mint which instead of raw income of the jewellery raises tax interest from all sources and has the same mining bonus. These are just a few examples. So the economic system starts slow and expands exponentially but needs cooperation within a region. You must choose a focus from the start: if you want an industrial, trading ,mining, or specialized in army replenishment or food producing-agricultural region. Following these rules the path to successful economic growth is open. While all ports produce trade income, trade ports provide more of that. Besides this, there are faction specific resource specializations. Easterners trade silk with more profit, Greeks and Romans wine and olive oil, Barbarians horses etc. These are only a few examples. Every Nation has a unique feel and if you open the building effects table you will see what I mean.
B)War
Being in enemy lands now costs money. Sieges are particularly expensive and you usually will need a supportive raiding army to finance the main army's march.
C)Fleets
Not only they completely remove piracy when on patrol (piracy in game's time was not effective as on 17th century. Pirates could not stand before professional navies) but they add to trade income quite extensively.
D)Slaves
We have incorporated the CA's mods awards winner of most innovative mod for 2014: the "sell your slaves" mod, and in fact slightly improved on it. For those who do not know it, it permits the player to issue an edict called 'sell slaves' so you can sell your slave population improving for a short term but greatly your income. Also, when in hostile territories and while raiding, armies tend to capture more slaves after a winning battle so slave selling can be so profitable that you can base your economy only on this feature (as was historically happening in many cases). I will get on to that in greater detail when presenting you the army stances changes.
E)Regions
Specific regions, for example straits like the Bosporous and others, produce extra trade income as tariffs. The more you trade the more you profit. So now there is a reason to expand in certain directions and/or to capture both ends of some straits. We also incorporated the "Incense road". These roads are certain regions one next to another that produce income in the form of trade tariffs. If you control all regions, more income will be earned. This idea came from the head of our History Department, Mausolos of Caria.
PART B : FOOD
FOOD CONSUMPTION
Normal cities consume (L1,2,3,4) food (2,4,8,16 food)
Normal towns consume (L1,2,3,4) food (0,1,4,8)
Trade cities and towns and farm towns consume less than normal while military cities and towns consume more.
Civil cities and towns are a special case. Civil towns consume more than normal (representing higher populations) while civil towns less (representing organization and order).
Trade ports produce food (less than fisheries).
I am not getting into depth analysis because right now the team tests an entirely new mechanism that will give more strategic depth to campaigns. This has to do with army supply. If this project proves to be balanced and stable many changes are coming on how to manage your regions food wise.
TIPS
In some cases (like Macedon) civilizations may start "overstretched" with a negative food balance. This is not an overlook; it has been done on purpose. It makes every nation unique with its own pros and cons. For example as Seleucid you start with much more money and food but are surrounded by enemies.. In the Macedonian case I think the negative food is -5 or something. This happens because Macedon starts owning 2 capital cities and many military buildings. If you exempt from tax the 2 regions food goes from – to 0. Unfortunately your income goes to -450 gold per turn. You start with 4000 gold. This is enough to replace the military port with a trade port that gives 1000 gold per turn and produces 4 food. You can go for an early war, your money is enough to support a quick war. Or finally, you can disband your navy to earn from its upkeep. Alternatively, you can have trade agreements and put navy in patrol mode. While in patrol mod navies multiply the profits from trade representing, merchant support and pirate fighting, plus they have a very reduced upkeep cost. Generally, don’t be afraid to make some sacrifices at start. Athens may need to disband its starting Navy or Others to destroy a building that consumes food. You can always build it back..
In any case stay tuned for BIG changes in this area.
PART C : PUBLIC ORDER
PUBLIC ORDER CHANGES
OVERPOPULATION RELATED
Normal Cities (L1,2,3,4) have a penalty (-1,-3,-5,-8).
Normal Towns (L1,2,3,4) have a penalty (0,0,-1,-2).
Garrison cities and towns have less penalties.
Eastern cities and towns also less (easterners used to harsh treatment from rulers).
Barbarian big cities little more penalties (-10).
Roman civil cities and towns less penalties (law and order).
Greek olive towns less (sacred trees olives).
BATTLE RELATED
The only way we could link battle outcomes to PO was linking them to generals. In vanilla, when you win a battle there is a chance to get the good attacker trait. Now we scripted lua triggers and if battles won are > than battle fought * 0,75 then the character gets the good attacker trait always. If you loose then you loose the trait and if battles won < than battles fought * 0,6 then you get the bad attacker trait. The same goes for sea, defence and sieges. If you make the math: if you have 2 defeats you need more than 6 wins to erase the bad attacker trait. Good fame comes hard while bad easily. When you get good fame PO bonuses come. When you got bad fame penalties... Also there are some boosts to morale of your troops if you are a good general.
CONQUEST RELATED
On top of PO penalties we reworked the culture mechanism relations. There are close and distant relations among cultures so if you are German and conquer Celts you don't get as much unrest as if you enter a Roman town.
Maybe we will make this part more strict in the future giving more penalties.
REGION RELATED
As Mausolos pointed out we agreed to certain provinces who historically did not accept foreign rules easily. Judea, Sodgiana, Aria are some of these regions. There there are even more penalties to foreign cultures.
CHARACTER RELATED
There are some negative traits more easily acquired like the xenophobe trait. Most people of their time where not accepting globalization and where stuck to their traditions and small National boundaries. Yet they accepted religions better than nowadays, but the greatest problem of Alexander for example was to make Greeks stop seeing Easterners as barbarians. These things may increase cultural unrest.
TIPS
Especially if we increase cultures penalties you may want to advance slowly. If you conquer a culturally hostile region you may face 1 or 2 rebellions before things calm down (this currently is not so frequent). It is wise to maybe culturally prepair the region with dignitaries or other agents that promote culture spread or hurry to spread your culture after occupation with appropriate buildings and other actions.
Keep your armies out of the cities and in fortified stance and lower taxes if you must.