Last edited by Junuxx; 14-10-2010 at 22:49. Reason: typos!

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Thank you! I thought it was mentioned that buildings would drain income, but if not than it isn't really an issue. I can still see the need to destroy unique buildings if you didn't want them in that province, but it's not a pressing need like a building that had a magistrate income penalty associated with it would be.













































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Hehe, it's not that I enjoy it - like I said I tried (and failed, obviously) to make a point by exaggerating.
It doesn't matter if the battle is instantly won as occupation happens before the battle - remember all those times when you've chased a rebel or an enemy to a province, arrived on the same day but had the offensive side? You do get the "province is under siege" message in that situation, or lose the province if it has no fort.So you won't mind if I take you literally. If a "ridiculously small" stack and "your main army" arrive on the same day, and you don't instantly win due to the 10:1 rule, your main army is ridiculously small.
-Pat
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I just want to add my voice that these changes sound fantastic. I think it is going to be fun and interesting to develop one's country now. Maybe it'll even get rid of boredom wars.
Other than the magistrates being required for certain buildings, the changes sound good.
Looks great!
While changing the interface regarding city view and buildings screen, please also consider having the messages/history log to appear outside that interface. There looks to be ample room a bit to the right of centre on lower part of the screen.
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This is a very good point. Same applies to siege and battle screens - playing on a widescreen, half the lower part is free but those screens cover the messages.
Especially a long and pivotal battle has this effect: you want to follow the battle to react if necessary, but all sorts of things happen during that long clash that you miss unless you just pause all the time.
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They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the terror. They are the defenders of humanity and they shall know no fear.
Unique, manufactory and high level buildings (the ones that are exclusive) can be destroyed the 'x' buttons in the interface.
It's scriptable, I'm sure there will be a "Fort level 1 without the cost of a magistrate"-mod pretty soon if people find it to be an actual problem after launch.
I don't mean to be condescending or patronising, but I think we already got enough people in this thread alone saying that it will be an actual problem before launch.
It's obvious people don't mind the AI getting a level 1 fort anywhere it wants, as long as it doesn't prevent us from having them wherever we want.
And it makes sense really, I have to agree with them. Everybody loves conquering land from other nations, and yet everybody hates re-conquering their land from rebels. Making life easier for rebels is not really the way things should be heading to.
Otherwise we'd play with Ethiopia (which still needs to be properly nerfed btw).
ubik: "The biggest part of the Magna Mundi releases is we give the pleasure of waiting free of charge..."
Gongji: "There is also that amazing easter egg where you must chase armies across the provinces over and over, they call it "ping ponging". It must be an easter egg as there is no way that is in their on [sic] purpose."
We have had quite a few people saying they'd like to be able to build basic defenses (Fort level 1) without magistrates. Personally I'm in favour of this, if only because I've had revolts happen in captured territory that have resulted in chasing rebels for quite a while and through territory that I've not been able to afford/not had the time to build forts in and it really isn't fun. I'd also think of that as being the sort of level the townsmen would try to arrange as soon as they had the cash on hand, even if this consists of wooden walls and a ditch around a village.
As far as I can see from The Zealot's post he isn't saying the AI should get them for free, just that they should also be able to build level 1 forts without magistrates, just as the player(s) should otherwise AI conquests of (for example) the American tribes will probably just collapse, and the early Russian game will involve a lot of provinces changing hands very rapidly as, from memory, quite a bit of Novgorod starts of without forts.
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I actually feel fine with having to pay magistrates to get Level 1 Forts, provided there's a mechanism like Vicky's where there's a delay in actually gaining control of a province. There's been no word on this idea yet, though.
"Nature always obeys her own laws"
- Leonardo da Vinci
Exactly my point. I never said that the AI should get free anything, they follow the rules the same way everyone else does. The issue is with the rules limiting Level 1 forts.
Enough people saying that it will be a problem if Magistrates are mandatory to build a level 1 fort, based on current knowledge of the game so far.
ubik: "The biggest part of the Magna Mundi releases is we give the pleasure of waiting free of charge..."
Gongji: "There is also that amazing easter egg where you must chase armies across the provinces over and over, they call it "ping ponging". It must be an easter egg as there is no way that is in their on [sic] purpose."
ubik: "The biggest part of the Magna Mundi releases is we give the pleasure of waiting free of charge..."
Gongji: "There is also that amazing easter egg where you must chase armies across the provinces over and over, they call it "ping ponging". It must be an easter egg as there is no way that is in their on [sic] purpose."