Some more details of what I would like to achieve in this mod:
- High Sovereign/map interactions: the sovereign will have many skills (bounty hunting, lumbering, mining, building, forest knowledge, animal taming, hunting, herbalism, and so on): These skills will improve what he can do, and harvest, in the world, what he can do with NPC's, and so on. So the idea is that at the very beginning, the sovereign interactions with the world will be very limited or quite ineffective, but as he grows in knowledge, he will be able to do more and more things, and much more effectively (so, with no herbalism, he wouldn't recognize this "batch of herbes", and as an herbalist master, he would be able to harvest quite a good amount of it, either for basic healing, mana gaining, temporary buffs, or just sell them to a merchant caravan. With the proper "alchemy" skill, these herbs could be turned into more potent but expensive to create potions.
- Object crafting, with the skills. Hopefully, I will manage a UI where the Sovereign will be able to craft objects. The main idea here, beside crafting, is that the sovereign will not be able to precisely know the value of the object, he will only choose the overall quality of it, but the better skills the sovereign will have, the better the object will be. For example, lets say the sovereign is an apprentice weapon smith: he could choose to create only "basic" sword, with some chance of success. This sword would grant a bonus between -2 (a malus, as a matter of fact) to +3. This sword would need some components (5 materials, for example), and require 2 turns to create. Then, as a master weapon smith, he would be able to try to craft "legendary" swords, with bonus ranging from, say, +10 to +15, requiring 100 materials, costing 1000 gold, and 10 turns to craft. This should offer a huge replayability to crafting.
- An "exhaustion" value, so the sovereign will need to rest sometimes. Not in my priorities though.
- Random techs trees: at the beginning of the game, hopefully, all techs within the various domains will be accessible, (no empire/kingdom specific techs paths), but each time a tech will be discovered, another one will be randomly discarded, such making all civs, in the end, totally different, and offer the game a huge replayability. This implies to redesign the techs for autonomy and balance. This was the main subject of my civ4 "age of civilisation" mod.
- First part of the game heavy on RPG stuff, and slow strategy. The player shouldn't be able to build his first city before many rounds, and then, he won't be able to build many cities. From a rag-tag adventurer, you will hopefully end the game leading an empire. Think Mount and Blade, but with the depth of Elmental.