First off, I want to explain why this isn't in the Ideas and Suggestions topic. I'd like to throw out a bunch of half-baked ideas about what to do with kingdom money, especially towards the mid-late game where a kingdom is drawing in more money in one week than it could spend in a year.
If you spend your first months of kingdom income wisely (investments in trade, kingdom income, then technology), you can really start building a massive treasury quite quickly.
My current concern is that there isn't much for a Kingdom to spend its income on. You can
1. Raise religious uniformity
2. Raise a small patrol that will only circle your Capitol
3. Bribe the heck out of your own lords
4. Gain technology
5. Pass edicts, which don't seem to really be as useful as they seem to be. I like the feature from an immersion perspective, but it doesn't seem to expand the gameplay.
Of the above, religious uniformity will rise over time regardless of your investment.
The small patrols are easy for enemy lords to take out, and their lack of ability to patrol around cities other than your capitol makes them almost useless at defeating bandits.
Bribing lords is quite useful early on in a kingdom, but as the income starts to roll in it becomes a very bland kingdom management system. Maybe if it had some decreasing effect over time, it would add, rather than remove, complexity. Having late-game kingdom income essentially negates the challenge of a weekly decrease in lord relations.
Gaining technology is a fantastic addition, and one of the most enjoyable features of kingdom management is getting into an arms race with another faction, but when tech vii is reached, the kingdom suddenly has a massive increase in income that was formerly going to tech.
Again, relating to relative class power in a kingdom, I've not noticed a huge impact in gameplay.
So, what should a kingdom be able to spend its money on? How could these features be modified or built upon to expand the already incredible gameplay of Nova Aetas?
Don't worry if your ideas are incredibly vague. Share it anyway. This is a topic for ridiculous and sometimes over-the-top ideas. However you want to present it is fine; however you want to discuss a previous idea is fine. Just try to stay on the topic of Kingdom Income.
Edit: There was a recent incident of unappreciation for Q in a similar "why aren't these features here" topic. I'd like Q to know:
Your mod is fantastic. I love it. I've spentway too many a lot of hours in it, and will continue to do so even if you never touch it again. I just want to do a little to give back to you, by throwing some ideas out there if you're still interested. I know it can get a bit stale working on the same project for years.
If you spend your first months of kingdom income wisely (investments in trade, kingdom income, then technology), you can really start building a massive treasury quite quickly.
My current concern is that there isn't much for a Kingdom to spend its income on. You can
1. Raise religious uniformity
2. Raise a small patrol that will only circle your Capitol
3. Bribe the heck out of your own lords
4. Gain technology
5. Pass edicts, which don't seem to really be as useful as they seem to be. I like the feature from an immersion perspective, but it doesn't seem to expand the gameplay.
Of the above, religious uniformity will rise over time regardless of your investment.
The small patrols are easy for enemy lords to take out, and their lack of ability to patrol around cities other than your capitol makes them almost useless at defeating bandits.
Bribing lords is quite useful early on in a kingdom, but as the income starts to roll in it becomes a very bland kingdom management system. Maybe if it had some decreasing effect over time, it would add, rather than remove, complexity. Having late-game kingdom income essentially negates the challenge of a weekly decrease in lord relations.
Gaining technology is a fantastic addition, and one of the most enjoyable features of kingdom management is getting into an arms race with another faction, but when tech vii is reached, the kingdom suddenly has a massive increase in income that was formerly going to tech.
Again, relating to relative class power in a kingdom, I've not noticed a huge impact in gameplay.
So, what should a kingdom be able to spend its money on? How could these features be modified or built upon to expand the already incredible gameplay of Nova Aetas?
Don't worry if your ideas are incredibly vague. Share it anyway. This is a topic for ridiculous and sometimes over-the-top ideas. However you want to present it is fine; however you want to discuss a previous idea is fine. Just try to stay on the topic of Kingdom Income.
Edit: There was a recent incident of unappreciation for Q in a similar "why aren't these features here" topic. I'd like Q to know:
Your mod is fantastic. I love it. I've spent