Ok, I was about to create a thread on the suggestion forum but I am too green how this works IRL or WORKED IRL for that sake.
The issue I try to propose a solution for is that due to high/extremly high prosperity combined with low / very low loyalty(production malus) and poor raided villages makes towns starve. Even with the worse maluses in the game, Prosperity goes down quite slow and makes the troubling times very long and revolts unavoidable.
My simple and abstract proposal is 2 decisions in the settlement management screen - Centralise and Decentralise.
Centralise moves prosperity from villages to the city and Decentralise does the opposite.
I don't know how relevant such a feature would be, I think it should add modifiers to the fiefs rather than instant changes? What would be the effects when ordering big numbers of workers/commoners/serfs/farmers etc around the way this would simulate?
Additionally, what is Prosperity to you? Am I right to quite directly connect it to human quantity or is there other parameters to read in here? Many parts of the human QoL seems reflected in Loyality rather than Prosperity but I guess the sad truth is they are quite mixed up.
Another decisions that could be done with prosperity as a currency is Militia Draft. A decision that adds a boost to militia growth and a malus to prosperity(And probably a small malus to the militia compsosition quality)
Help me understund the topic and how to make it into an accountable feature-proposal
The issue I try to propose a solution for is that due to high/extremly high prosperity combined with low / very low loyalty(production malus) and poor raided villages makes towns starve. Even with the worse maluses in the game, Prosperity goes down quite slow and makes the troubling times very long and revolts unavoidable.
My simple and abstract proposal is 2 decisions in the settlement management screen - Centralise and Decentralise.
Centralise moves prosperity from villages to the city and Decentralise does the opposite.
I don't know how relevant such a feature would be, I think it should add modifiers to the fiefs rather than instant changes? What would be the effects when ordering big numbers of workers/commoners/serfs/farmers etc around the way this would simulate?
Additionally, what is Prosperity to you? Am I right to quite directly connect it to human quantity or is there other parameters to read in here? Many parts of the human QoL seems reflected in Loyality rather than Prosperity but I guess the sad truth is they are quite mixed up.
Another decisions that could be done with prosperity as a currency is Militia Draft. A decision that adds a boost to militia growth and a malus to prosperity(And probably a small malus to the militia compsosition quality)
Help me understund the topic and how to make it into an accountable feature-proposal
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