I've been playing around with the civ screen for the first time, and ran across something I wondered about:
Is there a particular reason that you can only occupy already occupied locations?
There are a bunch of empty forts around, but I can only attempt to conquer the nearby mountain home.
I suppose it makes sense that if you could occupy empty provinces, there would be no reason to raze provinces to be empty in the first place, and you could occupy the entire map meaning outcasts and refugees have nowhere to go to resettle or hang out, breaking some of the background game logic. (Also not all sites even if empty belong to civs, so they'd just found new sites leading to site overpopulation depending on your cap)
Its not the most hashed out system since its introduction and i hope the 'villians arc' part 2 can take a look at how it runs to make the whole map strategy game on the side run a lot smoother so your missions are better calculated, informed, and doing actions like razing, artifact retrieval and upcoming plots via the dungeon master can have more of a lasting impact vs the state of the world just undoing your actions relatively quickly.
Also lime-green please for toady.
Hi Tarn! Hope you're doing well.
Do you plan on messing with forgotten beasts' behavior for the villains update pt. 2? It would be cool to have scheming monsters trying to turn your fortress into a cult or something.
Religions can already propogate around any megabeast with a sphere, if they cause enough destruction to be witnessed by the survivors, and some more centricity on [POWER] monsters taking over as leaders of civs (mostly HFS ruling civs under pretenses of being gods) was put back i think before version 40. if i remember correct.
Using some propheteering on a bunch of hostages on the site they're attacking does sound fun though.