• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

King

Part Time Game Designer
11 Badges
Dec 7, 2001
12.504
30
48
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis: Rome
  • Sengoku
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
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.

attachment.php
 

Attachments

  • army_numbers.jpg
    0 bytes · Views: 19.210
No the envoy total is not modable.

Rebels only fight each other when they meet, nothing else.
 
(I'm sorry for the massive post, I tried to keep it as tidy and interesting as possible, feel free to respond.)

Question 1:
Will the Rebel AI actually make strategic decisions before moving around the map?

There is no rebel AI

Question 2:
Lets assume we are in the Balkans, and we have a number of nationalist forces striving for independence from the Ottomans. Will nationalists of different cultures fight each other?

No they won't

Question 3:
-(ignore me if I'm wrong but) If I remember correctly, once a province was captured by a rebel faction, rebel armies would not rise out of it anymore. So if say I am playing with Ottomans, and I got a high revolt risk in Sofia. I eventually get a revolt, and a Bulgarian Nationalist army appears. They go ahead and conquer Sofia, and go along to liberate other provinces. Is it possible that other nationalist armies will rise in the liberated territories (say Sofia)?

No
 
I like these changes. :)

Let's see if Trade Winds actually have an impact now.
The only feature which got truly no love in this expansion seems to be SOI.

SoI members give you magistrates. Very useful now that you need them to build buildings.
 
Oh, that is very nice. :D Now every feature has been adressed in one way or another.
Is the amount of magistrates per SoI member fixed or does it depend on another factor?

I coudln't tell you off the top of my head.
 
The only feature which got truly no love in this expansion seems to be SOI.

Actually, we got somethings on spheres for next weeks dev diary. (or was it the one after next.. can't recall)
 
The only feature which got truly no love in this expansion seems to be SOI.

Actually, we got somethings on spheres for next weeks dev diary. (or was it the one after next.. can't recall)