
Originally Posted by
Heisenburrg
Ok, this is an interesting theme to discuss. I know what you mean, newer TW games (since Rome 2 I think) have lost a little bit of their motivation system. Indeed it would be awesome if a little bit of this would return through modding (but like you said; it would be a huge bunch of additional work and we all want to play this mod at least in the next 2 years... ^^)
So I think there was a lot stuff like that in the old TW games...
1. The technologies; Yeah, I agree to your point and think they should have more impact on campaign. Good example was TW Empire. It had lots of techs (dont think itīs possible to add more techs to Attila though) which brought big changes. Some of them were really essential to get a huge advantage in battle over your enemy (bayonettes, explosive ammunition, rear loader, rowwise fiering). Others unlocked important/unique buildings (e.g. the Royal Academy of Science for Prussia in ETW or the legendary buildings in Shogun 2 which gave you a permanent bonus over your enemies) or new units. It was a real fun to achieve these goals. Another way would be to just make improve the effects of technologies (for example "compass" with +75-100% range for ships instead of lame 10%). Would be cool if some of this could be reinvented with modding.
Some examples for new techs: Swiss tactics (unlocks Swiss mercenaries or phalanx formation), Blackpowder (maybe as event, unlocks guns and cannons), Compass (see above), Three-field rotation (ok, bit late for 1212... Big food and agriculture boost)...
2. The events and dilemmas; This is a reason to play a long, long campaign. You just wanted to see the first cannons appearing on the battlefields (of course invented by your superior engineers ^^), whether your empire could stand against the terror of pestilence and the mongolian invasion or to decide important political questions. Greatest master of this system was Medieval 2. Just a few, well placed and good presented (nice little movies) events, maybe with some selection options ("Should I join the Hanse?") would be enough. Minor events could just be shown as an text message. Attila had a few of this (Climate change, Hunīs rising...). I think it would be possible.
Some examples for events; Pestilence, Inquisition, 100-Years-War, Formation of the Hanse etc.
3. RPG-elements (for example Characters); I think there is already quite enough stuff to feel attached to your characters. They have a skill tree, traits, can be marriaged and have political influence through offices or things like that. Only traits could be more immersive or have more impact.
4. Recruitment system; Regarding this my opinion is "Less changes count more". Population system, a completely new recruitment system or stuff like that is not needed. Attach some units to the tech tree, build up the re-recruitment system (e.g. peasants become militia) a little and yeah... maybe add a clean border for recruitment like Caligula said. (siege engines in manufactures, cavalry in stables and above this; top tier units like knights in castles and urban units in cities)
5. Building system; I believe in this section first steps have been made already. Yeah, letīs say clear differences between castles and cities (in things like economy and recruitment) would be nice, like stated above clear recruitment borders should been given and another important thing is, that you have to feel the development of your cities. For this unique "capital"-buildings, the opportunity to focus on certain cities or important building-boni (e.g. Monastery school gives 20% on research rate or City centers improve greatly the defense through bigger garrisons) could be helpful. I remember, that I never build up the religious or sanitary chain because it was simply not so important.
Ok, that are my thoughts. Other ideas, additions, critics?