KON_Air
Master Knight

Modplosion Reboot!
Alright, the messy collection of my scripts and experiments that pass as a mod became a lot more popular then I have expected. You can simply forget about another bug fix or a new version before the new version graces our harddisk. For now I'm planning ahead of it, when the Mount&Blade finally completes I'll start it with actually working on Modplosion's playability and stability aspects in mind. This thread is supposed to be a suggestion list by you and what you want in it.
This means I'll give a damn about what you have to say this time.
Anyway the looong list of what will be done.
Old stuff to keep;
-Zendar will be ported with all its glory and probably will be further expanded.
-Political System will be further explored, but the basic Letters System (that start war or peace) will remain as it is.
-Perks will be overhauled, the wonkiness of the pop-up menu is still one of my primary concerns, so they will be probably moved to War Academy.
-The Random Party creation and its tracking is wacked up beyond belief and I don't think it will be feasible to re-write in future, some sort of random encounter system will be implemented instead.
-Moar complicated Character Creation. I would like to make your lives as miserable as possible. (This will probably include random stat rolls oldshcool way!)
-A working regional troops system
-Bank system.
New stuff to do;
-Game Tiers; Game will change drastically depending on which Tier you are and they will be divided by clear barriers;
Ascension Tier; From a unknown adventurer to you ascend to Nobility by means of brute force and earning favours for big factions. The normal early game where you work your way to become a vassal. It will be artificially longer, needing more renown and favour among other things to become a vassal. My primary objective is to provide quests at Zendar until level 5.
Unification Tier; You will fight for your king to conquer all the cities and castles for him. The vanilla late game.
Regicide Tier; After conquering all of the Calradia you will be able build your own fortress. And once your fortress is built you will be able declare yourself the king of Calradia. Given you take all the cities you have conquered for your King for yourself this time. Bandits will also get new troops.
End Times Tier; Once you have gone through all the trouble conquering all the cities twice, invaders from mainland will try their luck again. Nord, Harlaushian and Geroian invaders will make landfall. This is the end of the game as large armies will be chasing you all around the map making it unlikely for you to survive at all. Also bandits will get their party templates buffed.
(the entire tier system or most of it, maybe scrapped)
-Uniqified(?) Cities. Each will have a couple of point interest (Fishermen Guild in Werhceg, Library in Rivacheg, etc.)
-New Construction Options (Trade Outpost, Inn, Siege Encampent, Your own fortress), number of buildings you can built for each time will be dependant on a skill, numbers given are minimum;
Trade Outpost (2); Several spots for forestry or hunting dot Calradia. Should you build Trade Outposts in such locations you will provide little money and raw metarials. Will decrease price of other buildings.
Inn(2); Building an inn just outside a city or on a trade route will provide some cash.
Siege Encampment(can only have one at a time, demolish after you are done); You will be able build an encampment so you can garrison troops. During the siege you can rotate your troops to always have fresh bunch to throw at enemy. However they will fall apart in a month (perhaps their durability will be linked to your skills) and anyone left in garrison will disband.
Hideout (2); A secret hideout in wilderness and you have to post a few guards to make it permanent otherwise it will fall apart, not to mention other curious wanderers that might walking in. There you can stash your goods and rest. It may even have more uses.
Fortress(can only have one); You can convert one of the your castles into a Fortress City. It will eventually grow a small town around it from which you can rise your own custom army (2 troop types with 2 tiers, 2 troop types at top tier by default). Also it will need blacksmith, fletcher and other assorted mediaeval sh*t...
-Fortress will require several other buildings to function. And when you construct it, game will advance to Regicide Tier. All your fiefs will be given back to your faction leader, you will be kicked from your faction and they will become hostile. However don't despair, your Fortress will nigh untouchable and provide lots of services needs four basic resources Wood, Stone, Metal and Slaves.
These building can be built any time when you have enough money (but only once, so plan ahead where you are going to place your Fortress). They will generate money instead of resources, so you won't have to drag them around. However you can commit your soldiers to any of the task to get resources for yourself. They will however require slaves to function the number represents the minimum number, extra slaves will yield extra resources. Mind their numbers as they will probably get hurt or killed while working, so restock them from time to time.
-Stone Quarry (50); Needed for expansions of any kind, must be build before Fortress itself.
-Wood Cutters (30); Needed for expansions and production of certaion weapons, must be build before Fortress itself.
-Iron Mine (60); Needed for weapon and armour production.
-Slave Pen (20); Not really needed at all. But you can practically garrison infinite number of slaves.
Now the Fortress buildings;
Fortress; You will need stone and wood incoming and you will have to deposit lots of gold and slaves to the construction site.
Keep; It will come by default when Fortress is built. Your advisor will act as a faction leader in terms of game mechanics. He will handle political and domestic stuff while you freely bash other peoples heads.
Large Keep; This upgrade will require functioning Stone Quarry and Wood Cutters. It will add cosmetic stuff and another set of advisors, Military Advisor will increase the rate of recruits and unlock elite troops. Economic Advisor will unlock certain productions.
Blacksmith; Will require functioning Stone Quarry and Wood Cutters. And Iron mine to function. Basically it will build weapons and armour for your army. When it is inactive you cannot recruit soldiers. Fletcher add on will allow you to arm your units with ranged weaponry and polearms.
Armoury; Will require functioning Stone Quarry and Wood Cutters. And Iron mine to function. It will not replace Blacksmith it will be required to recruit elite soldiers. When it is inactive you cannot recruit elite soldiers. Has several upgrades that allow you to built better weapons and armour if you have an Academy (Advanced Foundries that will allow you to equip better versions of the same item.. etc)
Barracks; Comes with Fortress. Its where your troops can be recruited and their equipment can be costumized.
Warriors Tower; Will require functioning Stone Quarry and Wood Cutters. It will allow recruitment elite troops. Conscription Office will add 2 to 6 of your custom troops to your garrison every week and 6 Elites every two weeks.
Farmer Guild; This is where you can build various things to make your peasants work harder and supply your army with food.
-Cattle Farming; Allows Blacksmith's build leather armour, increases food stocks with meat
-Distillery; Increases food stocks with alcoholic beverage and a revenue boost for all your Inns.
-Advanced Agriculture; Requires an academy. A big boost to taxes, since farmers have better harvest.
Academy; You need to educate people, but not too much. Will require functioning Stone Quarry and Wood Cutters. Will function as War Academy in Zendar. As well as allowing certain upgrades at other buildings. Will add passive training abilities to your garrison.
Arena; Will attract mercenaries. Needs slaves to function, otherwise will only allow a small number of leveled up troops in barracks. (Complicated, huh, basically when it has more then five slaves, it will allow you to acess a menu that has random recruits from all factions. However once built it will always cause an increased number higher tier troops in barracks).
Treasury; Will increase the amount of taxes you receive. And have large storage area to hoard your treasures.
-Wound/Death/Disease Things. Also I'll try to include a vat-grown clone... ehrm, “Heir” system if I can get death/retirement working.
-Language Barrier; While Traders and Inn keepers speak Common inhabitants of towns only speak their native language* (walkers, village elders and guildmasters, armour and weapons merchants). If you visit (or capture even) a village whose language you cannot speak you won't be able to trade or recruit. Six languages;
Common; A simplified version of Khergit mixed with Swadian, Vaegir, Nord and Rhodok. Almost everyone speaks it.
Swadian, Vaegir, Nord, Khergit and Rhodok. Also Harlaushian and Georian, but will be needed much later.
You start with Common and the language of your faction (if you chose to belong one). After that you will need to learn it with help of a tutor it will also require high Intelligence.
No. Foreign Language Intelligence Requirement
First_________________10
Second_______________12
Third_________________15
Fourth________________19
Fifth__________________21
Sixth**_______________24
*Zendar uses Common, in case you start as a total stranger.
With the language barrier comes a new funny things to do with fiefs. Well, not really funny... once conquered you can forcefully convert the inhabitants (requires relations with which Temple your faction worships (takes three months) or Enslave and replace the population (requires relations with Slavers Guild (with Ramun being the guild master
) a massive decrease in renown, but hey you get loads of money and slaves!). Or just tell them you are the new Lord of the town and carry on as in Native.
Religion;
Every Faction will have a Temple (well and if you read it, I'm following my own Zendar Nights timeline (Which is also the Anacrhonists History Of Calradia) you know some factions have sh*tloads of Temples and Saints). Praying or donating money there won't cause divine intervention or one way ticket to Heaven, instead you will need to be in their good graces in order to benefit from peoples... ehrm, to make your life as a ruler easier.
-If it won't be in Native, it will allow you to build a Temple in villages which will act as a Sanctuary, when your villages are raided they will be normalized faster.
-You will be needed to have good relations with Factions Temple to become a vassal.
-Also in order to convert captured cities (which will destroy Language Barrier and certain penalties if they are from a different culture) you need good relations with them.
-However during Regicide Tier you can start your own Religion!
And no, Rhodoks won't be Buddhists and no direct Real World Religion to Calradian Religion translations. And maybe a River Pirate island that worships Flying Spaghetti Monster
Gypsy Caravans;
Remember the Gypsy in Zendar? Now there is caravan full of them wandering Calradia. But they are not the outcasts and thieves that lurk around the city walls. Fortune tellers, dancers, singers, musicians... Gypsies are ally to nobody, nor enemy to anyone. When you encounter them the Caravan leader will allow you to benefit one of their services then quickly disappear before anyone sees you doing business. In times of they have to keep their neutrality!
Fortune Teller; She will not bother you with lies. She knows every gossip about almost everyone in Calradia. She will update info on many things for a a price.
Feast; At cost of a fair price they will hold a feast which will increase your parties morale. However you may end up paying more then what you bargained for.
Enchantress; She will sell you charms and unique items that you cannot find anywhere else;
Perfume; Will increase Persuasion by 1.
Sturdy Sack; Will increase Looting by 1.
Silent Boots; Will increase Subterfuge by 1.
Spyglass; Will increase Scouting by 1.
Scales; Will increase Trade by 1.
Soothing Balm; Will increase First Aid by 1.
Signal Flags; Will increase Tactics by 1.
Old Hag; Old hag will sell variety of poisons and trinkets, combined with tactics and/or subterfuge skill they will have varying effects;
-Rot Syrup; With 3 points in Subterfuge you can poison food supplies of a Town or Castle. It will quickly dissolve any foodstuff.
-Choking Dust; With 5 points in Subterfuge you can poison a Lord during parleys. It will allow you to retreat by sacrificing half the men you would normally need to cover your retreat.
-Cage with diseased rats; With 4 points in Tactics you can poison food supplies of a Town or Castle as well as causing some casualties.
-Cage with oil soaked rats; My favourite Imaginary Ottoman Siege Weapon. Simple, you have rats soaked in oil, you let them loose towards the enemy city near its gates and set them on fire. It will cause casualties in the defending garrison if you have 6 points Tactics.
Other;
-Decrease bandit ambush in cities, however add “Assassination Attempts”. Lords that hate you will send assassins after you!
-Lords will be ransomed for Gold or Silver instead of Denars.
-Hopefully you will be able prison Lords in Cities.
-Subterfuge Skill. Will allow you to retreat with less men sacrificed, access to certain abilities during siege and probably many other options tied to it somehow.
Ideas For Points Of Interest In Cities;
-Thieves Guild, Several Types;
*Will have unique items for sale.
*Will reduce the wealth of a targeted Lord.
*Will reduce prosperity of a targeted Town (I don't know what can it be good for but sounds cool)
-Assassins Guild; Several Types;
*Attack other Lords will either inflict casualties to his army or cause a “Lord Defeated” effect, or maybe even remove the Lord altogether!
*Will attack garrisons and inflict casualties.
*Will poison food supplies of a Town or Castle (reduce the food remaining in stocks, 90 days of siege is literally impossible as we all know it).
-Redlight district; Let's face it, Calradia needs at least one.
-Library; I hate hunting for booksellers, Library (or Libraries) will have a different selection of books then random booksellers and they will be equally expensive.
-Master Craftsmen: A master craftsman will sell high quality weapons he has mastered in (ie. Hrun The Master Of Axe in Sargoth will sell only high quality axes)
Road Plan;
-Sit on your ass and wait for M&B retail.
-Sit some more on your ass and wait until it is stabilized. In the meantime do some modelling.
Internal Alpha;
-Get Zendar back in the game with all the related stuff.
-Do Gypsy Caravan and all the items (with related options).
-Do the points of interest at least one in a city (with all related options).
-Basic Constructions.
Alpha 1 Release
-Fix Bugs
Alpha 2 Release
-Fix Bugs
-Do the fortress.
-Do the language barrier and Religion stuff.
Alpha 3 Release
-Fix Bugs
-Do traits, perks and other stuff related to game_ scripts (this will be the longest part and require dedicated tester, as these were the sole source of problems with Modplosion.).
Alpha 4 Release
-Fix Bugs
-Add everything you think its worthy.
Beta 1...9999;
-Fix Bugs
-Consume other mods.
-Consume even more mods.
Final;
-Tell your children how much time you have wasted on this thing.
Anything to add?
Alright, the messy collection of my scripts and experiments that pass as a mod became a lot more popular then I have expected. You can simply forget about another bug fix or a new version before the new version graces our harddisk. For now I'm planning ahead of it, when the Mount&Blade finally completes I'll start it with actually working on Modplosion's playability and stability aspects in mind. This thread is supposed to be a suggestion list by you and what you want in it.
This means I'll give a damn about what you have to say this time.
Anyway the looong list of what will be done.
Old stuff to keep;
-Zendar will be ported with all its glory and probably will be further expanded.
-Political System will be further explored, but the basic Letters System (that start war or peace) will remain as it is.
-Perks will be overhauled, the wonkiness of the pop-up menu is still one of my primary concerns, so they will be probably moved to War Academy.
-The Random Party creation and its tracking is wacked up beyond belief and I don't think it will be feasible to re-write in future, some sort of random encounter system will be implemented instead.
-Moar complicated Character Creation. I would like to make your lives as miserable as possible. (This will probably include random stat rolls oldshcool way!)
-A working regional troops system
-Bank system.
New stuff to do;
-Game Tiers; Game will change drastically depending on which Tier you are and they will be divided by clear barriers;
Ascension Tier; From a unknown adventurer to you ascend to Nobility by means of brute force and earning favours for big factions. The normal early game where you work your way to become a vassal. It will be artificially longer, needing more renown and favour among other things to become a vassal. My primary objective is to provide quests at Zendar until level 5.
Unification Tier; You will fight for your king to conquer all the cities and castles for him. The vanilla late game.
Regicide Tier; After conquering all of the Calradia you will be able build your own fortress. And once your fortress is built you will be able declare yourself the king of Calradia. Given you take all the cities you have conquered for your King for yourself this time. Bandits will also get new troops.
End Times Tier; Once you have gone through all the trouble conquering all the cities twice, invaders from mainland will try their luck again. Nord, Harlaushian and Geroian invaders will make landfall. This is the end of the game as large armies will be chasing you all around the map making it unlikely for you to survive at all. Also bandits will get their party templates buffed.
(the entire tier system or most of it, maybe scrapped)
-Uniqified(?) Cities. Each will have a couple of point interest (Fishermen Guild in Werhceg, Library in Rivacheg, etc.)
-New Construction Options (Trade Outpost, Inn, Siege Encampent, Your own fortress), number of buildings you can built for each time will be dependant on a skill, numbers given are minimum;
Trade Outpost (2); Several spots for forestry or hunting dot Calradia. Should you build Trade Outposts in such locations you will provide little money and raw metarials. Will decrease price of other buildings.
Inn(2); Building an inn just outside a city or on a trade route will provide some cash.
Siege Encampment(can only have one at a time, demolish after you are done); You will be able build an encampment so you can garrison troops. During the siege you can rotate your troops to always have fresh bunch to throw at enemy. However they will fall apart in a month (perhaps their durability will be linked to your skills) and anyone left in garrison will disband.
Hideout (2); A secret hideout in wilderness and you have to post a few guards to make it permanent otherwise it will fall apart, not to mention other curious wanderers that might walking in. There you can stash your goods and rest. It may even have more uses.
Fortress(can only have one); You can convert one of the your castles into a Fortress City. It will eventually grow a small town around it from which you can rise your own custom army (2 troop types with 2 tiers, 2 troop types at top tier by default). Also it will need blacksmith, fletcher and other assorted mediaeval sh*t...
-Fortress will require several other buildings to function. And when you construct it, game will advance to Regicide Tier. All your fiefs will be given back to your faction leader, you will be kicked from your faction and they will become hostile. However don't despair, your Fortress will nigh untouchable and provide lots of services needs four basic resources Wood, Stone, Metal and Slaves.
These building can be built any time when you have enough money (but only once, so plan ahead where you are going to place your Fortress). They will generate money instead of resources, so you won't have to drag them around. However you can commit your soldiers to any of the task to get resources for yourself. They will however require slaves to function the number represents the minimum number, extra slaves will yield extra resources. Mind their numbers as they will probably get hurt or killed while working, so restock them from time to time.
-Stone Quarry (50); Needed for expansions of any kind, must be build before Fortress itself.
-Wood Cutters (30); Needed for expansions and production of certaion weapons, must be build before Fortress itself.
-Iron Mine (60); Needed for weapon and armour production.
-Slave Pen (20); Not really needed at all. But you can practically garrison infinite number of slaves.
Now the Fortress buildings;
Fortress; You will need stone and wood incoming and you will have to deposit lots of gold and slaves to the construction site.
Keep; It will come by default when Fortress is built. Your advisor will act as a faction leader in terms of game mechanics. He will handle political and domestic stuff while you freely bash other peoples heads.
Large Keep; This upgrade will require functioning Stone Quarry and Wood Cutters. It will add cosmetic stuff and another set of advisors, Military Advisor will increase the rate of recruits and unlock elite troops. Economic Advisor will unlock certain productions.
Blacksmith; Will require functioning Stone Quarry and Wood Cutters. And Iron mine to function. Basically it will build weapons and armour for your army. When it is inactive you cannot recruit soldiers. Fletcher add on will allow you to arm your units with ranged weaponry and polearms.
Armoury; Will require functioning Stone Quarry and Wood Cutters. And Iron mine to function. It will not replace Blacksmith it will be required to recruit elite soldiers. When it is inactive you cannot recruit elite soldiers. Has several upgrades that allow you to built better weapons and armour if you have an Academy (Advanced Foundries that will allow you to equip better versions of the same item.. etc)
Barracks; Comes with Fortress. Its where your troops can be recruited and their equipment can be costumized.
Warriors Tower; Will require functioning Stone Quarry and Wood Cutters. It will allow recruitment elite troops. Conscription Office will add 2 to 6 of your custom troops to your garrison every week and 6 Elites every two weeks.
Farmer Guild; This is where you can build various things to make your peasants work harder and supply your army with food.
-Cattle Farming; Allows Blacksmith's build leather armour, increases food stocks with meat
-Distillery; Increases food stocks with alcoholic beverage and a revenue boost for all your Inns.
-Advanced Agriculture; Requires an academy. A big boost to taxes, since farmers have better harvest.
Academy; You need to educate people, but not too much. Will require functioning Stone Quarry and Wood Cutters. Will function as War Academy in Zendar. As well as allowing certain upgrades at other buildings. Will add passive training abilities to your garrison.
Arena; Will attract mercenaries. Needs slaves to function, otherwise will only allow a small number of leveled up troops in barracks. (Complicated, huh, basically when it has more then five slaves, it will allow you to acess a menu that has random recruits from all factions. However once built it will always cause an increased number higher tier troops in barracks).
Treasury; Will increase the amount of taxes you receive. And have large storage area to hoard your treasures.
-Wound/Death/Disease Things. Also I'll try to include a vat-grown clone... ehrm, “Heir” system if I can get death/retirement working.
-Language Barrier; While Traders and Inn keepers speak Common inhabitants of towns only speak their native language* (walkers, village elders and guildmasters, armour and weapons merchants). If you visit (or capture even) a village whose language you cannot speak you won't be able to trade or recruit. Six languages;
Common; A simplified version of Khergit mixed with Swadian, Vaegir, Nord and Rhodok. Almost everyone speaks it.
Swadian, Vaegir, Nord, Khergit and Rhodok. Also Harlaushian and Georian, but will be needed much later.
You start with Common and the language of your faction (if you chose to belong one). After that you will need to learn it with help of a tutor it will also require high Intelligence.
No. Foreign Language Intelligence Requirement
First_________________10
Second_______________12
Third_________________15
Fourth________________19
Fifth__________________21
Sixth**_______________24
*Zendar uses Common, in case you start as a total stranger.
With the language barrier comes a new funny things to do with fiefs. Well, not really funny... once conquered you can forcefully convert the inhabitants (requires relations with which Temple your faction worships (takes three months) or Enslave and replace the population (requires relations with Slavers Guild (with Ramun being the guild master
Religion;
Every Faction will have a Temple (well and if you read it, I'm following my own Zendar Nights timeline (Which is also the Anacrhonists History Of Calradia) you know some factions have sh*tloads of Temples and Saints). Praying or donating money there won't cause divine intervention or one way ticket to Heaven, instead you will need to be in their good graces in order to benefit from peoples... ehrm, to make your life as a ruler easier.
-If it won't be in Native, it will allow you to build a Temple in villages which will act as a Sanctuary, when your villages are raided they will be normalized faster.
-You will be needed to have good relations with Factions Temple to become a vassal.
-Also in order to convert captured cities (which will destroy Language Barrier and certain penalties if they are from a different culture) you need good relations with them.
-However during Regicide Tier you can start your own Religion!
And no, Rhodoks won't be Buddhists and no direct Real World Religion to Calradian Religion translations. And maybe a River Pirate island that worships Flying Spaghetti Monster
Gypsy Caravans;
Remember the Gypsy in Zendar? Now there is caravan full of them wandering Calradia. But they are not the outcasts and thieves that lurk around the city walls. Fortune tellers, dancers, singers, musicians... Gypsies are ally to nobody, nor enemy to anyone. When you encounter them the Caravan leader will allow you to benefit one of their services then quickly disappear before anyone sees you doing business. In times of they have to keep their neutrality!
Fortune Teller; She will not bother you with lies. She knows every gossip about almost everyone in Calradia. She will update info on many things for a a price.
Feast; At cost of a fair price they will hold a feast which will increase your parties morale. However you may end up paying more then what you bargained for.
Enchantress; She will sell you charms and unique items that you cannot find anywhere else;
Perfume; Will increase Persuasion by 1.
Sturdy Sack; Will increase Looting by 1.
Silent Boots; Will increase Subterfuge by 1.
Spyglass; Will increase Scouting by 1.
Scales; Will increase Trade by 1.
Soothing Balm; Will increase First Aid by 1.
Signal Flags; Will increase Tactics by 1.
Old Hag; Old hag will sell variety of poisons and trinkets, combined with tactics and/or subterfuge skill they will have varying effects;
-Rot Syrup; With 3 points in Subterfuge you can poison food supplies of a Town or Castle. It will quickly dissolve any foodstuff.
-Choking Dust; With 5 points in Subterfuge you can poison a Lord during parleys. It will allow you to retreat by sacrificing half the men you would normally need to cover your retreat.
-Cage with diseased rats; With 4 points in Tactics you can poison food supplies of a Town or Castle as well as causing some casualties.
-Cage with oil soaked rats; My favourite Imaginary Ottoman Siege Weapon. Simple, you have rats soaked in oil, you let them loose towards the enemy city near its gates and set them on fire. It will cause casualties in the defending garrison if you have 6 points Tactics.
Other;
-Decrease bandit ambush in cities, however add “Assassination Attempts”. Lords that hate you will send assassins after you!
-Lords will be ransomed for Gold or Silver instead of Denars.
-Hopefully you will be able prison Lords in Cities.
-Subterfuge Skill. Will allow you to retreat with less men sacrificed, access to certain abilities during siege and probably many other options tied to it somehow.
Ideas For Points Of Interest In Cities;
-Thieves Guild, Several Types;
*Will have unique items for sale.
*Will reduce the wealth of a targeted Lord.
*Will reduce prosperity of a targeted Town (I don't know what can it be good for but sounds cool)
-Assassins Guild; Several Types;
*Attack other Lords will either inflict casualties to his army or cause a “Lord Defeated” effect, or maybe even remove the Lord altogether!
*Will attack garrisons and inflict casualties.
*Will poison food supplies of a Town or Castle (reduce the food remaining in stocks, 90 days of siege is literally impossible as we all know it).
-Redlight district; Let's face it, Calradia needs at least one.
-Library; I hate hunting for booksellers, Library (or Libraries) will have a different selection of books then random booksellers and they will be equally expensive.
-Master Craftsmen: A master craftsman will sell high quality weapons he has mastered in (ie. Hrun The Master Of Axe in Sargoth will sell only high quality axes)
Road Plan;
-Sit on your ass and wait for M&B retail.
-Sit some more on your ass and wait until it is stabilized. In the meantime do some modelling.
Internal Alpha;
-Get Zendar back in the game with all the related stuff.
-Do Gypsy Caravan and all the items (with related options).
-Do the points of interest at least one in a city (with all related options).
-Basic Constructions.
Alpha 1 Release
-Fix Bugs
Alpha 2 Release
-Fix Bugs
-Do the fortress.
-Do the language barrier and Religion stuff.
Alpha 3 Release
-Fix Bugs
-Do traits, perks and other stuff related to game_ scripts (this will be the longest part and require dedicated tester, as these were the sole source of problems with Modplosion.).
Alpha 4 Release
-Fix Bugs
-Add everything you think its worthy.
Beta 1...9999;
-Fix Bugs
-Consume other mods.
-Consume even more mods.
Final;
-Tell your children how much time you have wasted on this thing.
Anything to add?



