I spent a lot of time improving the city mechanics and added a UI for city management. Each City now consists of 1 or more Quarters, which have a Wealth and a Density stat. The City as a whole has a Unrest, Squalor, and Production stats. Buildings can be constructed depending on the City culture, and some of them upgraded to improved buildings as the game progresses. Buildings modify the City stats, provide production of resources, unlock regiment types and modify City Growth.
City Growth is the main new mechanic. There are different spheres of growth corresponding to various aspects of a settlement. Depending on the character governing the city, the culture of the population, the buildings and status of various quarters, the growth will progress in each sphere, with different results. A city might become a sprawling hive of crime and unrest, not producing much in the way of resources, but providing tough and dangerous, if unruly, recruits for your armies. Or it might become a decadent and prosperous city, producing gold, resources and parties of adventurers, but harboring hidden cultist cells, and providing somewhat weak recruits. The personality of the leader you choose and the buildings you construct will help guide the city in the direction you want it to evolve, but random events might send it on a different course if you don’t act to prevent it.
The spheres are:
Populace: Increases the size of the city as the population grows and immigrants arrive seeking their fortunes.
Prosperity: Increases wealth and trade. Mercantile followers have an increased chance of spawning.
Industry: Increases construction speed and resource output. Artisans will flock to the city, but you risk increased squalor.
Crime: You will gain more rogue-class followers, and the recruits will be tougher. Unrest will be higher, but revolts will be more rare and tend to lead to anarchy rather than independence or defection.
Decadence: Unpredictable results, from lowered production and dwindling efficiency to hidden cults, followers skilled in the arcane arts and parties of adventurers. Revolts will be more be likely to lead to defection in Learning-focused cities.
Martial: Better recruits and a stronger defense against enemy armies. Fighting orders or mercenary companies may be founded. Revolts will tend to be more stronger if unrest rises too high in a city with a high Martial stat. If you are not fighting a war or conquering new territory your martial cities can grow restless.
Learning: Increases research and the chances of gaining scholarly followers. Lowers squalor. Revolts will be more be likely to lead to independence in Learning-focused cities.
Spritual: Lowers unrest and gives a chance of free religious buildings. Religious orders may be founded and characters of a religious or spiritual nature have a higher chance of appearing.
The next build will include mechanics and UI for designing custom regiments, and the new city mechanics will play a big role in that.
Installer Link: ClickOnce windows installer