Trade routes can now emerge dynamically and can spread to neighboring counties through special trade-related buildings like roads and bridges. War, peace and various natural boons and disasters impact the prosperity more. You now can't upgrade the 'city' building manually, but it does it automatically with the passage of time to represent growth of population.
All holding types now have three specializations that impact what you can build in them (Castles, for example, have a 'feudal city' one, which is a county capital, and a 'feudal manor' and 'citadel' ones, which are economy and military focused respectively). >MTA Debug decisions (if you want to sandbox it)Īnonymous 08/28/21(Sat)08:26:51 No.