So as far as I can tell if you set a officer to be the governor of the town, the skills of the governor don't matter at all, the same goes for a fort commander.
I would suggest some small tweaks which might make it more interesting.
For some context, at the moment depending on the tax level the morale of the town will go up or down and this will affect the prices in the store and shipyard. but that's all.
I would suggest the following small changes:
- Have the sum of the leadership skill of the fortcommander and governor also affect the morale. For example if the sum of their leadership is 10 and the tax level is normal then the moral should stay about even. But if the sum is like 5 and the tax level is normal the morale should drop while if the sum is 15 and the tax is normal the moral should raise.
- Add a defense budget for the town. You can set this to 5 stages or so too.
- The amount you get from a town is depended on the defense budget and the tax. it's possible to actually have a colony which costs money.
- Have the governors commerce skill influence the amount of tax and defense cost you get by a little (because of their better commerce skills they have less expenses so they have more income).
- Change the random events which can happen to towns to exclude towns of personal nation and instead have some of the event happen depending on the defense budget. So a pirate attack is more likely to happen and will cost you gold etc.
- Have some of the attack events also be depended on the defense skills of your fortcommander
- If you can't pay the colony money when you need to for two (or three) months in a row you will get a message that the governor and fortcommander where killed and the town has become a pirate nation.
- You can visit you colony and talk to the governor to abandon the colony. That will get you back the fortcommander and governor and make the town a pirate nation.
- Have the govenor and fortcommander get a little bit of experience while they are in office so slowly their skills should increase.
Most of these things will be fairly easy to implement and I think they would add a bit of depth to the game.
Also another suggestion I have would be:
Add a perk which allows you to actually assign a governor and fortcommander. I mean having another captain is hard already but you can still keep an eye on them. But if you want to have the trust that somebody is going to run a colony for you it requires more charisma and stuff imo, so I would think that to be able to assign them you would need this perk. It would also instantly communicate to new players that this is a possibility because they will see it in their perklist.
Any idea's about this?
I would suggest some small tweaks which might make it more interesting.
For some context, at the moment depending on the tax level the morale of the town will go up or down and this will affect the prices in the store and shipyard. but that's all.
I would suggest the following small changes:
- Have the sum of the leadership skill of the fortcommander and governor also affect the morale. For example if the sum of their leadership is 10 and the tax level is normal then the moral should stay about even. But if the sum is like 5 and the tax level is normal the morale should drop while if the sum is 15 and the tax is normal the moral should raise.
- Add a defense budget for the town. You can set this to 5 stages or so too.
- The amount you get from a town is depended on the defense budget and the tax. it's possible to actually have a colony which costs money.
- Have the governors commerce skill influence the amount of tax and defense cost you get by a little (because of their better commerce skills they have less expenses so they have more income).
- Change the random events which can happen to towns to exclude towns of personal nation and instead have some of the event happen depending on the defense budget. So a pirate attack is more likely to happen and will cost you gold etc.
- Have some of the attack events also be depended on the defense skills of your fortcommander
- If you can't pay the colony money when you need to for two (or three) months in a row you will get a message that the governor and fortcommander where killed and the town has become a pirate nation.
- You can visit you colony and talk to the governor to abandon the colony. That will get you back the fortcommander and governor and make the town a pirate nation.
- Have the govenor and fortcommander get a little bit of experience while they are in office so slowly their skills should increase.
Most of these things will be fairly easy to implement and I think they would add a bit of depth to the game.
Also another suggestion I have would be:
Add a perk which allows you to actually assign a governor and fortcommander. I mean having another captain is hard already but you can still keep an eye on them. But if you want to have the trust that somebody is going to run a colony for you it requires more charisma and stuff imo, so I would think that to be able to assign them you would need this perk. It would also instantly communicate to new players that this is a possibility because they will see it in their perklist.
Any idea's about this?