Pheryll
Set Designer
I am noticing a lot of things nearing certain limits. The city grid of 60x60 is nearly full, and any addition would be more challenging on old computers. Upgrading manufactories to level 28 is going to be a pain (especially for the non-sentient ones) with little payback as divine seed consumption for three tiers is likely to exceed production. The chapter requirements for territories is edging up on the world map limit for unlocking province expansions. In general, after chapter 14 may be a good place to look elsewhere for new features and progress. Because of this I am laying out a somewhat detailed concept of how the winds can change as the game continues to develop.
The idea I have is to establish a second city, one not on the world map, to be linked to your city as a colony. Colonies will have their own unique manufactories producing colony goods with boosts as a +2 shift. The colony goods would be added to the materials consumed in your main city's manufactories sentient good production (starting level 28) in lieu of increasing the divine seeds costs. In turn, sentient goods will be needed heavily by your colony to upgrade and expand in the new world.
Colonies will have a city map that starts small and grows with technologies and new world expansions. They would have their own military units and buildings. They would not be useful for standard production as found in events and fellowship adventures- these would be done in the main city. Guest races in these latter chapters would have guest race buildings and features for both the main city and the colony.
There are plenty of interactions that can be done between the main city and its colony. Royal expeditionary forces can be sent over for a cost. The sentient good supplies sent to the colony can increase its culture and communication. There is an endless number of ways to go from here.
The idea I have is to establish a second city, one not on the world map, to be linked to your city as a colony. Colonies will have their own unique manufactories producing colony goods with boosts as a +2 shift. The colony goods would be added to the materials consumed in your main city's manufactories sentient good production (starting level 28) in lieu of increasing the divine seeds costs. In turn, sentient goods will be needed heavily by your colony to upgrade and expand in the new world.
Colonies will have a city map that starts small and grows with technologies and new world expansions. They would have their own military units and buildings. They would not be useful for standard production as found in events and fellowship adventures- these would be done in the main city. Guest races in these latter chapters would have guest race buildings and features for both the main city and the colony.
There are plenty of interactions that can be done between the main city and its colony. Royal expeditionary forces can be sent over for a cost. The sentient good supplies sent to the colony can increase its culture and communication. There is an endless number of ways to go from here.