Calandiel
Calandiel
The baseline is fine but buildings should improve it. Based on their local efficiency, hunting/foraging grounds should give +100% to the worked tiles carrying capacity output, whereas rye farms should...
Since raiding and war are event based, this is likely a better paradigm for these mechanics than those of eu4 anyway.
Different types of tributaries: - money - troops - food - resources - any combination of the above - etc
It should work like the migration decision ( see #100 ) but only move a small, random portion of pops from the realm to the new province. Only on realm-neighboring...
Targets only direct tributaries, they ought to have a way of saying no. Similar event chain to those from other diplomatic approaches.
The intended flow: - target a province - click migrate - if the province is empty, move to the new province - buildings need a tag "movable", if a building...
something like `love sote --seed 10`
Made worse by larger UIs. Related: #40 It should be fixed before this one as to avoid duplicating work.
A lot of them form a de-facto dialogue tree. Currently, they're implemented ad hoc while they should have utility functions making the process less painful. Ask me about it if...