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Vieux 10/04/2008, 12h28
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Date d'inscription: août 2005
Messages: 1 579
Par défaut Magna Mundi GOLD 2

http://forum.paradoxplaza.com/forum/...62&postcount=1

au programme des réjouissances :
Citation:
- As befits the History of the time, total wars are a rare happenstance in Magna Mundi Gold 2. Through the halving of the maximum reputation, we simulate better the balance of power by turning each nation more sensible to judge any power mongering among them.

- A continuous aggressive behaviour is also punished by its link to revolt risk. Revolt risk and stability are serious factors one must manage to be successful with his country. Bad things can and will happen if they are ignored. Tolerance has less an impact on managing revolt risk, Cultural and religious rifts have a deeper impact in the country, turning the humanist ideas more important for multicultural or multi religious empires.

- With the significant increase in time to gain a core and the impossibility to lose one except by peace resolutions or events, all the world is a bit more static and the changes to the world at large will not seem to be happening in fast forward, like in vanilla.

- The spread of knowledge about newly discovered provinces was also curbed dramatically. It takes now at least 100 years until knowledge about a discovered province spreads. Sea provinces spread 75 years after first navigated.

- Inflation will be harder to control.

- Population growth was completely reviewed and is now generally much slower.

- You’ll note that fortresses have now completely different values. Now, the fortress value depends on geological, geographical and human factors. There are places where it continues to be 0 but there are other places where fortresses start at level 8, turning those provinces almost inexpugnable to most sieges and assaults in 1453.

- Introduced the concept of the army specialization system to encourage different recruitment styles for the nations. Also included the cavalry pay system.

- Recruitment of regiments also suffered several changes. They are now dependent on factors such as cultural affinity, religious concordance and most determinant of all, if the province has a land connection to the capital.

- Going radical in your policies will subject you to several events, most of them negative in nature. Of course, you may strike lucky and experience great breakthroughs due to your single mindedness.

- Ever wondered why the worst position to be in the policy sliders was the centre? Not anymore. Now having all your social policies between -2 and 2 will enable a bonus to all the areas of your country to represent an overall balanced administrative approach.

- A complex religious system that depicts the dynamics of religion in the timeframe considered was also introduced. It is an important element throughout the whole game, prompting the player to juggle yet another factor in the quest for balance within his country.

- The Holy Roman Empire was also extensively reviewed and is now a complex political identity that no player whose country is anyplace in Europe can ignore.

- To those bordering the Mediterranean, a complex system of piracy was introduced, called Pirates of the Barbary Coast.

- Japan also got a serious overhaul from the plain (barren?) outlook available in the standard game. The Sengoku, Japan’s civil war, is masterfully depicted in an event pool that emulates the processes that defined the struggle for power there.

- A new vassalization system was introduced to turn the relations with vassals an exercise in the arts of diplomacy.

- National Ideas have now a comprehensive event system to support and accommodate the big changes introduced. Certain ideas will be unavailable for picking, only being assigned by event, others have disappeared and some took their place. Introduced was also the concept of specialization.

- With more than 30 spy missions and an inclusive approach to other game elements the new Covert Action System allows you to have one more tool to decisively influence the outcomes of distant conflicts, be they commercial, diplomatic, military or colonial.

- The trade model was completely reviewed. No more can a country aspire to rule every CoT in the world, generating insanely high profits in the process.

- Trade goods were also considerably extended. Among many others, Magna Mundi provinces now can have gems, carmine, living stock, beer, millet, hemp, brazil wood or opium thanks to Gigau original idea. The elements that influence on price fluctuation are bigger than ever.

- Technologies were extensively reviewed.

- Governments are now as diverse as possible. With more than 200 different possibilities and with different levels of advancement between them, countries will now be forced to improve their government form to match their political, cultural, military or trade growth.

- Emigration was also considered. Expect to see migration fluxes from Europe to the colonies once cities get big enough. This in turn will lead to a series of events where religion and politics mix up.

- Countries will be able to define colonial policies, ranging from benevolent integration of the natives, until evil racist policies of fear and enslavement. Colonies can also have specializations, helping them to have a single place within the player’s colonial empire.

- Later in the game, players will experience the independence movements like never before.

- A revolutionary technology model was introduced. Supported by a batch of dedicated events, the player can now turn backwards and primitive countries like the Aztecs into developed and enlightened powerhouses like the French, given proper insight, sacrifices, luck and time all align to make it happen.
__________________
on peut caresser des idéaux sans s'éloigner d'en bas...

En France, on n'a ni pétrole, ni idées. Mais on a des taxes...
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