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Thread: Divine Wind - Developer Diary #5

  1. #21
    Second Lieutenant hambut_bulge's Avatar
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    Look great! You mentioned that certain unique buildings require a particular province feature (grain depot needs grain as trade resource). Could that apply to regular buildings as well, eg a dry dock (as a more advanced naval facility) would need naval supplies in a province?

  2. #22
    Nice change. Makes these features much more streamlined.
    Are decisions gone altogether? It's not possible to utilize them for modding purposes?

  3. #23
    Field Marshal Demi Moderator Malurous's Avatar
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    This diary screams "day 1 purchase" to me. Of course, careful balancing is needed, but now I'm really looking forward to the expansion.
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    Just as cool as anyone else Demi Moderator RedRalphWiggum's Avatar
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    I'll be getting this day 1, no doubt about it. Haven't played EU3 in forever due to V2 betaing duties, looking forward to getting back into it... gotta be Japan first.

  5. #25
    Mastermind Paradox Dev Team Birken's Avatar
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    Quote Originally Posted by TheLoneGunman View Post
    One question Besuchov. (Well multiple questions for one topic! )

    What happens when you conquer a country's territory that also has a "One Per Country" building?

    Do you then end up with 2 of such buildings?

    Or is the newly conquered one then destroyed?
    Many buildings are marked as destroy_on_conquest and will be destroyed whenever the province changes hands. This also means that you will have to rebuild provinces you conquer somewhat, making quick expansion a bit harder.

    Quote Originally Posted by steveh11 View Post
    Interesting! That's going to require considerable modification to my gameplay - and I like it!
    But please tell me you can build a fort without a magistrate... at least a level 1?
    No.

    Quote Originally Posted by RedRalphWiggum View Post
    'Uniqu buildings', eh?
    ?

    Quote Originally Posted by LeifInge View Post
    If we need one magistrate per building we build, wont a large colonial empire be left with fewer building (say you have 2-300 provinces). You would need most of the magistrates just for building forts in new provinces...
    Yes! Large empires are demanding.

    Quote Originally Posted by Dewirix View Post
    Sounds something like the Civ system, especially with unique buildings standing in for national wonders.

    This is going to make the magistrate generation rate of the various government types extremely important. Are we still going to be able to increase the rate that they're generated by provincial decisions, such as road building, or have these too been removed along with post offices, etc?

    I'm a little sad to see the end of the city view, but it's hardly the most vital part of the game and this seems like a fair swap.
    Road network is a member of the "building family" now.
    How many magistrates you gain and how you gain them will be subject to some rebalancing.

  6. #26
    Lt. General enkhuush's Avatar
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    Getting rid of city view is good decision.

    I hope we'll hear more about nomadic nations like Mongol Khanate, Oirat Khanate and etc in the next developer diary.

    Werewolf Amateur and Diplomacy Beginner .

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  7. #27
    Just as cool as anyone else Demi Moderator RedRalphWiggum's Avatar
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    Quote Originally Posted by Birken View Post
    ?
    Says 'unique buildings' in the category down the bottom... what is that?

  8. #28
    Mastermind Paradox Dev Team Birken's Avatar
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    Quote Originally Posted by hambut_bulge View Post
    Look great! You mentioned that certain unique buildings require a particular province feature (grain depot needs grain as trade resource). Could that apply to regular buildings as well, eg a dry dock (as a more advanced naval facility) would need naval supplies in a province?
    I'm not sure we will be doing this for dw, but all buildings have a trigger which needs to be met. (ie this is how we make naval buildings impossible in provinces without ports)
    So for modders it'll be possible.

    Quote Originally Posted by Romtos View Post
    Nice change. Makes these features much more streamlined.
    Are decisions gone altogether? It's not possible to utilize them for modding purposes?
    Decisions are still there for some things like the HRE. Fear not modders out there.

  9. #29
    Project Lead EU4 Paradox Dev Team Besuchov's Avatar
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    Quote Originally Posted by RedRalphWiggum View Post
    Says 'unique buildings' in the category down the bottom... what is that?
    Same as 'One Per Country'

  10. #30
    Mastermind Paradox Dev Team Birken's Avatar
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    Quote Originally Posted by RedRalphWiggum View Post
    Says 'unique buildings' in the category down the bottom... what is that?
    Those are the one per country buildings.

  11. #31
    DONT TREAD ON ME Demi Moderator TheLoneGunman's Avatar
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    Quote Originally Posted by Birken View Post
    Many buildings are marked as destroy_on_conquest and will be destroyed whenever the province changes hands. This also means that you will have to rebuild provinces you conquer somewhat, making quick expansion a bit harder.
    Excellent!

    Thank you Birken!

    Edit: While you're here, one more question.

    Can you have more than one "One Per Country" Building in a single province? (Assuming that province meets the other requirements for such a building.)
    "also most of paradox rise as a successful company can be attributed to the motivating powers of "Mr Nibbles", a vicious old platypus specimen Johan keep locked in a drawer. Whenever a programmer isn't working fast enough, or introduces a bug Mr Nibbles is let out of the box to give the perpetrator a nasty bite." - podcat

  12. #32
    Lord Protector Verenti's Avatar
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    Not all province decisions, just many.


    On an unrelated note, I don't like having to spend a magistrate to build a fort. Colonial Defence just got a lot more difficult.
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  13. #33
    Just as cool as anyone else Demi Moderator RedRalphWiggum's Avatar
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    Quote Originally Posted by Besuchov View Post
    Same as 'One Per Country'
    Quote Originally Posted by Birken View Post
    Those are the one per country buildings.
    Cheers

  14. #34
    Quote Originally Posted by Birken View Post
    Decisions are still there for some things like the HRE. Fear not modders out there.
    Hehe, good news. While the new 'fused' system is an improvement the decision system had a certain simplicity and versatility to it, that it would be a shame to abandon it altogether.

  15. #35
    DONT TREAD ON ME Demi Moderator TheLoneGunman's Avatar
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    Quote Originally Posted by Verenti View Post
    Not all province decisions, just many.


    On an unrelated note, I don't like having to spend a magistrate to build a fort. Colonial Defence just got a lot more difficult.
    Colonial defense should be more difficult though, should it not?
    "also most of paradox rise as a successful company can be attributed to the motivating powers of "Mr Nibbles", a vicious old platypus specimen Johan keep locked in a drawer. Whenever a programmer isn't working fast enough, or introduces a bug Mr Nibbles is let out of the box to give the perpetrator a nasty bite." - podcat

  16. #36
    I'm happy with today's Dev Diary! Good Ideas.

    What happens to special province decisions such as the staple port in calais? Is this a possible uniqe building for England?

  17. #37
    General Trin Tragula's Avatar
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    This is looking very nice indeed

  18. #38
    Darkest Hour Team & Lead GFX Inner Circle's Avatar
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    Does that mean that those unique Buildings will be also destroyed when you inherit or Diplo-Annex another Nation?

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  19. #39
    This change looks amazing. I think this will make large empires a lot more interesting to play. In my current Dutch colonial empire game, it seems that I spend far too much time spamming the button for forts, workshops and marketplaces every time I have a bit of cash, and also scrolling down the province decisions list hoping a new decision that isn't Establish March or Yearly Provincial Festivals appears. This change looks like I'll have to put a lot more thought into my buildings and decisions, which I look forward to.

    I am really hoping there are less no-brainer decisions and a lot more cost-benefit analysis of one building compared to another. It looks like it's going that way, so I'm pretty excited.

    And I never really looked at the city view anyway, so I don't care at all about its removal.

  20. #40
    Man who arranges the blocks tuore's Avatar
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    Sounds just awesome.
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