
Originally Posted by
Haddon
I have been messing around with this in the db files, making the Attila buildings affect regions around them in some cases. Mostly through increase/decrease GDP mods for specific types (like salt adds up to 15% animal husbandry, olives add agriculture, orchards are faction-wide food and adjacent fertility I think). Some fertility increase/decrease on buildings to make fertility actually meaningful. Military buildings giving minor upgrades to adjacent, and larger upgrades to the province they are built in. Makes for much more strategic building placement. So I wonder if you guys have done any of this for AE, or thought about it? I have found even the little bit I've done has made a much more dynamic game (and helped the AI actually make slightly efficient regions, actually).