Divine Wind Developer Diary 10 – Minor Features

King

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Divine Wind gets ever closer to release and the Multiplayer game rolls on. I wrote my update in the style of J.R.R. Tolkien with additional dialogue from William Shakespeare. With this we are tweaking all those little things you miss when you are not playing in a competitive environment. Magistrate gain has been tweaked up and the English missions are going to be nerfed a bit, but only after I used them to form an early Great Britain.

So out of my bag of tricks this week is a few minor features we have added to the game. First up Trade Winds and colonisation. We have increased the distance that sea provinces have for range calculations and added in more trade wind provinces. The upshot is that Brazil and the Caribbean are ‘closer’ game terms to Iberia and much further from places like Britain and France. This makes it easier for the Iberian powers to explore this part of the world while making going to North America the first logical choice for Great Britain. Our goal is to use game mechanics to give a little historical push to countries.

Next the HRE, we have made it more difficult to take non core territory inside the HRE if you are a member. So it is now time to give something back so there is always a viable strategy for HRE countries to expand inside the empire. So now when an HRE member inherits another country any Imperial provinces are automatically considered your core regardless of the underlying culture of the province.

Moving swiftly along to rebels. We have made two changes to them, one cosmetic and one rather major. Each Rebel type now has a unique flag, which means at a glance you can see that all rebels are the same. Once you learn the flags you will be able prioritize the pretenders and zealots over the angry peasants. Rebels now also fight each other. Pretenders no longer help nationalists break up the kingdom they are trying to claim.

We have also increased the cap on the number envoys, i.e. magistrates, colonists etc. that you can store. You can now have 9 of each, meaning you can save up more magistrates before that next wave of buildings comes along.

The final change is to army numbers. We have imported the system of army numbers from Victoria 2 with its colour-coded information. This allows you to quickly see how strong you and your enemies are, making army management less of a pain.

Well that’s it from me this week.

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unmerged(196349)

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England is beautiful!

Do we have any idea about release times?
 

Dewirix

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Small changes they may be, but they seem pretty important.

I'm especially keen to see how the AI handles colonisation from now on. Also good to hear that England's had its missions toned down.

Do the fact that rebels now fight one another make it less likely that large states collapse early on? If so, this can only be a good thing.
 

Cainrae

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Fantastic update! Especially about the rebels! It will be fun seeing different rebels fighting over land :D
 

The Zealot

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It's where EU3 can improve the most: polish.

Good update, makes me wet my appetite for finding out what else got refined.
 

Phelan

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Nice changes, but my hopes were high for even more minor features we have suggested in different threads... So we must wait for EU4 or another Expansion...

Edit:

What about interface changes? Especially the ledger?
 

LeeDub

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We have also increased the cap on the number envoys, i.e. magistrates, colonists etc. that you can store. You can now have 9 of each, meaning you can save up more magistrates before that next wave of buildings comes along.

Will this be moddable? Also, will rebels rise against other rebels?
 

King

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No the envoy total is not modable.

Rebels only fight each other when they meet, nothing else.
 

LordTempest

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Sounds great! I love the changes to rebels and the military interface, and hopefully the distance changes will stop Portugal from colonising the Thirteen Colonies before Britain and France even learn of the New World.
 

Necazian

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This will be interesting. Great feature with the rebels fighting each other and having flags.

On a sidenote: Will this rebel feature perhaps be ported to Victoria 2?