The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Paradox have never had a system which lets you design your own map models. I think that this is a system with fairly niche appeal but it's definitely quite unique in that regard and never before seen in a Paradox GSG.It is a cool feature I guess, but far from "unprecedented" to be completely honest.
If this is what I fear, an extra tool that doesn't influence the game beyond some national modifiers, I'm going to be really disappointed. It feels like it was made for people crying out for flavour, but would miss the mark for them too by the nature of it being customisable. If wonders somehow become an integral part of the game (even without custom builds) in a way I just can't see yet, I'll eat my words, but otherwise I really have to question the priorities here.I'm sceptical of why so much time would be spent on something like that but I'll await details.
I guess this is cool as well, I was hoping for more of a gameplay overhaul than just additional cool feature.
going by what we've been told about Thalassic there was not really room for inferring any kind of overhaul would have ben entrusted to them as their first independent work for Imperator. quite the opposite.Sadly this isn't my thing at all.
I was hoping for some improvements to the (base) game mechanics, which are needed badly!
This patch/dlc is like painting a car, whose engine is broken.
It had to be something that could be worked on in parallel with what the team in Stockholm would be working on, without having us interfering too much with each other's areas.
What kind of effects/modifiers will these wonders provide? global? regional? culture-wide?With Vitruvius we’re adding new powers to each of these ancient monuments, turning them into important assets to keep and protect within your nation, or to conquer, claim or destroy for your adversaries.
What kinds of inputs and outcomes can we expect to see from these events? will you include considerations like ...The Vitruvius update comes with 8 new events together with 5 new event images, related to the ancient monuments, which makes the lifespan of your constructions an integrated part of your nation's story and history. The new events will make it necessary for you to manage everything from maintenance of aging buildings, to celebrations or tourists flocking to your nation.
This logistical element only carries any meaning if there are gameplay implications of the chosen materials. Your description doesnt tell us of any such gameplay implication. Be careful here. if you dont say anything, players will expect a tight meaningful gameplay design. (to be frank, players will probably expect this even if you outright tell them there isnt one!)On top of this, you’ll be able to assign one of nine materials to each of the pieces, further increasing how you can customize the look of your construction. The materials are tied to the trading system, adding a logistical element to the construction of a Great Wonder.
Yup! Thalassic's error here is not explain the mechanic change coming with the update/DLC, thus making people think "that's only flavour"going by what we've been told about Thalassic there was not really room for inferring any kind of overhaul would have ben entrusted to them as their first independent work for Imperator. quite the opposite.
from last week:
... With this said, it has not been made clear what the Stockholm IR team have been doing since finishing 1.5(.3). It's possible that some have eyes set on features for 1.7 already, but I think it's more likely they're working on integrating and tweaking the stuff for Vitruvius that Thalassic has produced with the latest version of IR -- and maybe also squeezing in additional reworks.
... It'd be nice to have a clarification from @Arheo or @Jamor on this, but I'm honestly not expecting much of that right now - maybe in a few weeks if we're lucky - only when they have a more clear idea of what they'll want to put in 1.6 and what they will leave out until later. (the vassal reworked left out of 1.5 comes to mind)
back to the DD and Vitruvius, the big questionmarks for me that I hope to get answered in the weeks ahead are:
What kind of effects/modifiers will these wonders provide? global? regional? culture-wide?
What kinds of inputs and outcomes can we expect to see from these events? will you include considerations like ...
- great families and their prestiege? regarding things like the honor of..
- initiating / finishing construction
- ...and dishonour of leting them fall into the hands of foreigners or into disrepair ?
- Consideration for particular characters, unique character traits?
- integration with dietie and culture mechanics or vice-versa? (i expect not - but it would be a pity)
- considerations of powerbase akin to the holdings mechanic?
This logistical element only carries any meaning if there are gameplay implications of the chosen materials. Your description doesnt tell us of any such gameplay implication. Be careful here. if you dont say anything, players will expect a tight meaningful gameplay design. (to be frank, players will probably expect this even if you outright tell them there isnt one!)
examples of gameplay implications i would expect:
- The materials chosen have a direct impact on the events available for the wonder / monument, for example, consturctions using wood can burn, marble is more expensive and prestigous than stone.
- the quantity of local or imported resources influence the time and cost required to build, restore or maintain the monuments.