As I've alreavy written,
RoR 666 will focus on 4 main principles:
- slower paced
- strategically implemented and emphasizing micromanagement
- more regional and less global
- hard... but just
It will be a "Turtle mod", and it will contain many of the
Testudo submod features (which are still a WIP, btw:
https://www.twcenter.net/forums/show...-upd-feb-27-20)
More specifically, RoR 666 will also have some new gameplay sytems, like:
- the "LEAGUE LEVEL"
The League Level will act similarily to the Imperium Level (which could be even deactivated, dunno yet, have to check some technical things) and will define the growth curves of the player.
It will be built thorugh virtual points, you have an example regarding the
VPS Economical Trust (
https://www.twcenter.net/forums/show...-upd-dec-01-19)
It will be composed of many things and will make you understand (through penalties and even removing the conquest option) that conquering everything is not the solution, you'll have to form a powerful league for being the ruler.
Liberating Regions, make Client States, work through custom diplomatic system (like gift/take/ regions) will be a really important strategical feature.
You'll also be able to confer a sort of autonomy level to your regions.
The League level will work for AI too, in a different way though.
It will be a sort of scripted "De AI Arbitris" where the conquering options will vary depending on many conditions.
All the points above (and a lot more) will affect the dimensional curves the League Level can reach.
It's complex to explain why and how now... more descriptions will come as soon as I'll start working and defining its math.
- the "DIPLOMACY"
Diplomacy will also act differently, I already have some thoughts... but it's really too early for talking about this, now
What I can tell you for sure is that it will have a custom
DIGS (
https://www.twcenter.net/forums/show...1#post15879401)
And other things more.
- the "POLITICS"
Politics will use
PIGS as a basis (
https://www.twcenter.net/forums/show...-upd-jun-09-19)
Civil Wars will be possbile but unlikely, just a fear you can quite easily control.
There will be 4 types of Parties (characters will have different effects while depolyed):
-
The Rulers Party (pretty good at everything)
-
The Warriors Party (best for battles, worst for administration)
-
The Chiefs Party (best for administration, worst for battles)
-
The Foreigners Party (will have characters with non owned cultural skills, representing the defragmentation of the historical period)
There will be a custom
VPS system too, which will take the 4 parties as scripted actors.
Still to understand what to do with Governments and Government choices.
- the "TECHNOLOGIES"
Sorry, not much we can tell here
- the "BUILDINGS"
Really a lot of conceptual changes here too...
Again, it's a little early for actually talking about it but I would like to give at least an impression about what our plans are.
Now, you know that it's actually possible to have 10 slots into capitals and 6 into non capital settlements?
Well, even if it should be 100% sure (thanks to
Daruwind and
DeTrooper) there is not a 100% certainty that it could be actually used for the game itself (too complex to explain, let's see if some news will come out meanwhile)
But, I want to start building things with the "more building slots" feature in mind.
Hence:
- I will most probably build the startpos for having 10/6 slots
- until a 100% "more building slots" mod is out we'll have 6/4 slots
- Provinces will stay as they are, there won't be a 1 province = 1 region feature
- all the 6/4 slots will be opened from the start, yeah... growth will be deactivated and useless for opening slots (but I may use it for other things, have still to check if and how)
- buildings will have many more upgrade chains (and will also be blocked by Stages), not only 5 but at least 10
There will be 3 main types of buildings
1) the
CITY (port or land will differ)
Will be similar to the main city chain, will let you recruit non specialized units and many other basic things.
Divided into 2 types:
- provincial capitals (walled)
- non provincial capitals (not walled)
2) the
OUTDOORS (countryside):
Will work alongside the CITY type, you could say that the main city chains has been split into 2, each one with custom features.
3) the
DISTRICTS (will start as a generic "empty" building and open all the 9 types below)
Specific buildings regarding many things.
The 9 types I have in mind now are (they aren't so different form DeI's vanilla):
- CIVIL
- SANITATION
- ECONOMICAL
- MILITARY
- RELIGIOUS
- FOOD PRODUCTION
- RESOURCE PRODUCTION (could be that resources won't be linked to regions but to buildings only)
- FOREIGN (for example will halt the Tribal spawns)
- CULTURAL (every culture will have a custom and specific chain)
So... not having to wait for growth, many more upgrade levels and many choices (4 for major, 2 for minor) should let the Building System much more interesting.
We will build the system so that it will give a lot of different and micromanagement choices during the campaign turns.
When and if the 10/6 slots will be possible to insert, then the growth will start working again from the 7/5 slots.
- the "RPGu FEATURES"
There will surely be some
RPGu custom BG and units (
https://www.twcenter.net/forums/show...-upd-dec-01-19)
There could be some "Hero" units, they won't be gods but they will know their piece (and also help the army with strategical features)
There will be a custom trait/skill system
- the "EVENTS"
Cdir Events will surely need some fixes and some new entries.
There will be a new scripted system regarding custom events for characters and for the land itself, with custom climate events (and custom climate system)
- the "A... LOT OF THINGS"
Yep if you have read everything and got the plans we are describing then you can surely say it's pretty much ambitious.
And... yes, it will require a lot of time and work.
Well... until we are getting fun we'll surely work on every feature.
(Could be that the features described above will be sensible to changes)