So, here's a preview of some of the things to come in the next version:
First, a new options menu with clickable buttons. Each time the scroll is closed, the settings are saved, and remain valid for all campaigns. In all, there are currently around 170 adjustable parameters (mainly checkboxes), and 19 global parameters (on/off) for disabling each script category.
Next, a new version of the civil navigation script that can be used by agents as well as generals without armies. A scroll appears when the character is in a port. For agents, a choice of destinations is available (inspired as far as possible by historical sea routes), while for generals, only a customized destination is accessible due to the exceptional nature of the convoy (the destination port must not also be under enemy control). Passengers can also be killed by storms or pirates, or held to ransom.
Foreign armies and settlements scrolls have also been reworked to enhance intelligence gathering. Thus, information about an army in enemy territory is only available when a spy is adjacent to it, or if a military force is on the edge of the control zone (inside the zone, the encounter is considered fortuitous, so no reconnaissance could have been carried out). Depending on the settings, reconnaissance reports can be minimalist (number of infantry and cavalry units only), fragmentary (units can be reported as heavy, light, etc...), or detailled (no indeterminate units).
Also, the description of the train allows to know if the army is well supplied or not, while the pace if there is wounded soldiers.
For fleets, the scroll only indicates the number of squadrons (accompanied with pictures of the ships ordinary used by the faction). Navigation conditions, weather and activity give an advantage to the attacker or defender, depending of the situation (through a trait). The system follows this rules:
- In the event of a significant swell, the most experienced fleet has an advantage, especially if there is a large difference in level.
- Depending on the strength of the wind, vessels under sail only will be favoured or penalised.
- If the weather is unstable, a storm can damage fleets, regardless of the outcome of the battle.
- A fleet landed ashore will have to embark urgently, and will therefore be penalised (the effect will depend on the admiral's level).
- A fleet travelling at high speed will suffer a fatigue penalty, while a fleet at anchor will benefit from a freshness bonus.
- An admiral fighting in his territorial waters will have an advantage thanks to his knowledge of the coastline and sailing conditions.
The number of towed ships is an indication of the presence of troop transport or captured ships.
For foreign settlements, you need to have a spy or a diplomat close to the city or having commercial agreements with the owner (in this case your (virtual) merchant network gathers intelligence). It's rather complicated, so i won't go into detail, but in brief all characters don't have access to the same information and options (diplomats have a mercenary viewer and diplomatic options), and when no character is present you can only see the last report.
There is much more things, but let's say it sufficient for a first preview^^.