As always, if you have any questions don't hesitate to ask on our Discord and one of us will get back to you. You've been wonderfully patient and hopefully one day soon, with this new plan and new motivation, we can reward you handsomely for your continued support. We will always be on the lookout for help to bring this project to life, so if you have any experience in modding we would love to hear from you!Īnd lastly, I just want to thank y'all for sticking around. So instead we thought releasing some smaller, bite-sized campaigns first would be better, both for us as they’d be more manageable to create, and would mean releases would be more common.Īs said, there will be seven steps to this plan starting with Step One: the Velen & Novigrad campaign, based during the events of the Witcher 3, leading all the way to Step Seven: the Grand Campaign based in 1269, a year before the events of the Witcher 1 (and a year after the events of the Lady of the Lake.) Steps Two through to Six will be set in different locations around the Northern Realms, during different times, with different factions (between 3 to 6 factions a campaign.) Speaking of campaigns, we have a plan, specifically, a seven step plan! – Making the Grand Campaign with all 30 playable factions first would be…overwhelming for some first-time modders and would mean an even greater wait of some sort of release.
For a quite a while I took a step back to look after myself, but it was always a thought at the back of my mind I constantly had new ideas that I would jot down, and after a while I really did miss the project… So I’ve come back, refreshed and brimming with new ideas and ready to go ham on production.Ī wise person told me that the three main components for a mod to ‘work’ are 1) a map, 2) units and 3) buildings, we have the first map for the first campaign ready, but units and buildings are going to be the focus from now on. A lot of anxiety and stress plagued me for a long time and took a toll on my motivation to work on the mod. To put it plainly, this has been a really crappy year, for me especially. First things first… The project isn’t dead! I know it probably has seemed it many times, but it is because progression is slow, which I can partly blame myself for.
Plus, you cannot choose how to split Bureaucracy if you have too little.It has been over a year since the announcement of Witcher: Total War, so we felt it was time to make some sort of post.
Compare that to the current design which sounds like everyone across the nation is unhappy and it feels less "correct". If you pass a "Police Will Help You" law, but only build and staff them in your capital, the outlying areas will rebel as you would expect. This would give rise to an organic reason for some locales to rebel versus others. States where the Building does not exist are extra unhappy. States where the Police Station Building exists but is not operated are unhappy - relative to how "unoperated" it is. States that have that level are happy (or at least not unhappy). This "promises" each state will have a Police Station funded at X level. Buildings actually provide the service.įor example, say you pass the Police Station Law. This reasoning from the dev reply makes me think a hybrid system would make more intuitive sense.
Political gameplay and the economic gameplay. This is pretty cheesy and creates a disconnect between the
Them are passed, but you're under no obligation to build and pay for Then the P-Bs would be pleased once the Laws that permits you to build If we instead had a Police Station building and a Poor House building Pass a Law to abolish it to get rid of it and its administrative costs. Houses to keep the rabble off the streets, they'll be pleased when youĮnact a Law that enable these Institutions, and once enabled you have to If the Petit-Bourgeoisie are upset at the lack of Police and Poor The foremost of them is that enacting a Law is a promise.