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Van Diemen

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Pyriel said:
While I do not have any major complaints about the demo, or game.
I accually liked it, there are some things I'd like to see made easier to access so to speak.

First of all, I miss the fact that I can't right click get the diplomatic option there, but that's fine I can live with that.

However I'd like to see an interface for placing governers, half of the time I found myself spend looking for the perticular province where a governer had died. Perhaps some similiar to in EU 3 with the builds?
Yes, very true. You could use the ledger to assign governors more easily. I do think that placing governors every time manually is a little to much micromanagement for my taste, especially if your empire becomes big.
 

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Van Diemen said:
Yes, very true. You could use the ledger to assign governors more easily. I do think that placing governors every time manually is a little to much micromanagement for my taste, especially if your empire becomes big.

With the loyalty system etc I think you need to manually do it...sure it might be nice to set them to just set according to high loyalty %...but then you might also get great generals as governors when you NEED them to fight. I personally welcome micro management of most kind though...I am sad about no control of weddings though. Maybe expansion, EU:ROME, the Wedding Edition...like The Sims or something...
 

Van Diemen

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Besuchov said:
There should be an alert that tells you you have provinces without governors, the tooltip should tell you which one.
The problem is that the tooltip only tells you which provinces are without a governor, but does not indicate the province. Maybe ones a governor dies the message should allow you to at least center on the province, so you can see which one it is. It would even be better if the message itself allows you to assign a new governor to the province.
 
Mar 7, 2007
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Looks like a very promising game. The only things I saw as a con were primarily in the AI's ability to conduct warfare. Playing as Carthage, I managed to beat Rome ón my second try after I was confident that I'd learned how to play the game.

Firstly, the Roman navy (starts with 15 triremes to Carthage's 11), split itself up into fleets of 2-3, and later 1-2, making it easy to just sail around the Med in a big stack and destroy it piece by piece. With naval dominance achieved, it was easy to beat the Romans and their Greek allies out of Hispania and conquer the islands.

Secondly, when the time finally came to launch an invasion of the Italian peninsula, I noticed that Rome's manpower was at 136. Mine was still at 80,000. I didn't kill that many in the Hispania and island battles, so I assume the AI either must not care very much about attrition and province support limits, or Rome was being invaded by hordes of barbarians while fighting me.

Third, it was rather entertaining to see 10,000 Romans on their determined march from Italy through France, Spain and North Africa just to besiege the Numibian capitol :D My assumption is that they were a) on a two-year drinking binge or b) lost and too proud to stop and ask for directions back to Rome.

And lastly, the peace negotiations deserve their own paragraph :p . After peacing their allies, wiping out their navy, annihilating their army, and conquering everything south of Rome (and Rome itself) on the peninsula with rougly 50,000 barbarians divided into three separate hordes ravaging north Italy, and being stabhitted down to -3 stability... the AI would still not accept a 16% peace offer despite me having an 80% warscore. Suddenly they decided to offer something besides white peace: All their islands (which was all I'd been demanding, save Corsica) and three provinces on the peninsula. I gratefully accepted :)

They're rather trivial problems though, and nothing that hasn't been fixed in previous titles. Also, this is based solely upon the observations of a single 3-hour game. I may just have been lucky in some ways and unlucky in others.

Criticism aside, it's a great game and I can't wait to buy it. I can definitely see this being my favourite Paradox title to date.
 
Last edited:

Grubnessul

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Game's looking great for what I've seen, the trade routes are fun and a real improvement from EU3. Characters are nice aswell and I've already learned to to underestimate their influence :D

The only thing that could use improvement is a sound for diplomatic offers like there was in EU3, I seem to often miss offers from other nations because it's only a small picture in a corner, add a small sound to it.
 

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kristoff said:
It's not a linking. It's a simple dependacy of number of avaliable slots on a certain tech level. True and reasonable liking would be like this: imagine, that after years of gameplay a certain nation clearly favoures land techs and is already at 20 level, but completely neglects navy techs and is only at 5 level. And then an event or something triggers that prohibits it to choose naval-wise National Ideas, to represent mindset of society completely turned towards land combat and ethos. And vice versa - depending on a direction a nation evolves new possibilities are opened. This would be a true system. Also government type could somehow decide on what NIs you can take and what not.

Czesc.

I understand Your points.

As it is, picking whichever NI and swapping it later bears a stability hit ... that's for "change of social mindset", if You want to stretch that far.

Governments do require a specific combination of national ideas to bear their peculiar effects: Carthage's Militaristic Republic grants 10% discipline to all units, assuming two military ideas and an economical one are picked. Dictatorships allow four, different ones ...

Technologies' progress is only discriminated by characters in charge: some have higher finesse and will make tech progress "speed up". In fact, the larger the nation, the more characters available, the flatter the difference between finesse values among "researchers": so new techs will be more or less discovered at the same time, one or two years away perhaps. That is rather different from EU's situation, where a research focus is also a strategical choice.

So ... to mirror a "neglected aspect", as You suggest, one would rather rely on events (much like it's done in EU, on a small scale). It's not exactly being done at the moment, but there are some determinant choices, which allow one to discard an "aspect" to focus on another: "Small or Big Ships", "Hellenistic vs Roman warfare", etc.
 
Last edited:

Finnish Dragon

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One thing I noticed that ships and troops can be loyal to individuals. I have some galleys loyal to Marcus Porcius Cato. I guess those forces could rebel if I remove their commander. Also, an ambitious and disloyal general can use his troops to start a civil war.
 

Van Diemen

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Grubnessul said:
The only thing that could use improvement is a sound for diplomatic offers like there was in EU3, I seem to often miss offers from other nations because it's only a small picture in a corner, add a small sound to it.
It already has a sound.
 

unmerged(15623)

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Van Diemen said:
The problem is that the tooltip only tells you which provinces are without a governor, but does not indicate the province. Maybe ones a governor dies the message should allow you to at least center on the province, so you can see which one it is. It would even be better if the message itself allows you to assign a new governor to the province.

Didn't it already center on the province?
 

unmerged(56408)

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A great demo but a few problems.

1. If I pick Carthage from the start all banners turn black for some reason but if I picked Rome, quit and then pick carthage they show up.

2. Ping-pong combat. The AI would be alot harder if they combined their forces which they rarely do. Instead we have to fight 1 unit armies that are so easy to defeat and takes forever to die(see below).

3. Why do surrounded armies still escape when defeated ?? They should be utterly destroyed but yet they have no trouble moving through one of my armies and start seiging one of my province.
Also why are the casualties so low ?? I have seen roman armies run away after they lost 8 guys out of a 1000. It's just silly. It's when you start to move upwards to 4 units that you might be lucky if you can break 100 dead.

Other then that I have no other problems and enjoyed it alot.
 

kristoff

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silktrader said:
Czesc.

I understand Your points.

As it is, picking whichever NI and swapping it later bears a stability hit ... that's for "change of social mindset", if You want to stretch that far.

Governments do require a specific combination of national ideas to bear their peculiar effects: Carthage's Militaristic Republic grants 10% discipline to all units, assuming two military ideas and an economical one are picked. Dictatorships allow four, different ones ...

Technologies' progress is only discriminated by characters in charge: some have higher finesse and will make tech progress "speed up". In fact, the larger the nation, the more characters available, the flatter the difference between finesse values among "researchers": so new techs will be more or less discovered at the same time, one or two years away perhaps. That is rather different from EU's situation, where a research focus is also a strategical choice.

So ... to mirror a "neglected aspect", as You suggest, one would rather rely on events (much like it's done in EU, on a small scale). It's not exactly being done at the moment, but there are some determinant choices, which allow one to discard an "aspect" to focus on another: "Small or Big Ships", "Hellenistic vs Roman warfare", etc.


Witam :)

Maybe indeed I should wait until full game so I can see over longer period of gameplay different triggers firing events ect. and get a proper feel. Still I think a bit more complication wouldn't do EU:R harm. Take goverments - why do they just give a simple bounus to this or that. Considering how it was important (afterall bulk of Roman history is struggle between kingdom v. republic and then republic v. dictatorship) government types should mean much more - having impact on taxes, recruitment speed, trade incomes, ability to assimilate foreigners, army or navy values and so on.
 

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I have played as Carthage and managed to capture two provinces before making peace with Rome. Then I have colonized 5 provinces.
The game run fast as for the machine used (EU3 demo on the same machine had terrible problems with slow graphics - so in this department Paradox has improved the engine).
I liked almost all elements of the game, except:
- having to chase barbarian armies back and forth between two provinces until they were destroyed,
- not being able to access the character receiving personal event (for example all names of characters should be highlighted in the event text and clicking on them should provide the character window),
- changes on the post of High General in Carthage happened too often and Hannibal was ousted in just a few weeks into the game (the man on this post should stay much longer or at least such a briliant general as Hannibal should score highest in the selection process),
- having to witness a father marrying his daughter and having children with them (I know it could happen in history, but this should not be a common event, I had a feeling it's just the game not checking relationships before arranging a marriage)
- not seeing which random effects happened to a character in the game log after an event (so if there's a 30% chance to get "Lazy" I'd like to see "XXX gained Lazy" in the game log, sorry if this is possible to turn it on via options and I haven't noticed),
- finally: THE FONT IS TERRIBLE as many has noted :)

Other than that I think this game is great and the map looks nice and all the elements of the game offer many things to do, even when at peace.
 

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Alojzy said:
If you select all units in province (by pressing LMB and passing over it with cursor for example) there is an icon in top right corner of the army window that allows you to merge them (it got appropriate tooltip).

It does however seems like that is not possible if youre trying to merge 2 armies each with their own commander and each having at least 1 cohort being loyal to that commander (the chain symbol next to it).
 

King

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Dominik said:
I have played as Carthage and managed to capture two provinces before making peace with Rome. Then I have colonized 5 provinces.
The game run fast as for the machine used (EU3 demo on the same machine had terrible problems with slow graphics - so in this department Paradox has improved the engine).
I liked almost all elements of the game, except:
- having to chase barbarian armies back and forth between two provinces until they were destroyed,
- not being able to access the character receiving personal event (for example all names of characters should be highlighted in the event text and clicking on them should provide the character window),
- changes on the post of High General in Carthage happened too often and Hannibal was ousted in just a few weeks into the game (the man on this post should stay much longer or at least such a briliant general as Hannibal should score highest in the selection process),
- having to witness a father marrying his daughter and having children with them (I know it could happen in history, but this should not be a common event, I had a feeling it's just the game not checking relationships before arranging a marriage)
- not seeing which random effects happened to a character in the game log after an event (so if there's a 30% chance to get "Lazy" I'd like to see "XXX gained Lazy" in the game log, sorry if this is possible to turn it on via options and I haven't noticed),
- finally: THE FONT IS TERRIBLE as many has noted :)

Other than that I think this game is great and the map looks nice and all the elements of the game offer many things to do, even when at peace.

- Once you weaken barbarians enough you can send an envoy and demand their surrender
- The father marrying daughter thingy has been spotted, but after the demo code was done.
- what appears in the log is determined by your message settings.
 

King

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Swamp Rat said:
It does however seems like that is not possible if youre trying to merge 2 armies each with their own commander and each having at least 1 cohort being loyal to that commander (the chain symbol next to it).

If a General is too disloyal you cannot reorganise his command.
 

Swamp Rat

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King said:
If a General is too disloyal you cannot reorganise his command.

Oh, so thats what the problem was. I guess i was lucky he didnt get around to starting a civil war :p
 

unmerged(71032)

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Swamp Rat said:
It does however seems like that is not possible if youre trying to merge 2 armies each with their own commander and each having at least 1 cohort being loyal to that commander (the chain symbol next to it).

Yes, if there are commanders with units loyal to them more then to the nation leader, you got to micromanage stuff, moving "neutral" cohorts between the armies.

I guess it could have been done better, but I have to admit it wasn't that big problem for me - maybe it's because I had mayor leaders on each war "front" (north Italy, isles, Spain and Greece), so situations when 2 generals (each with his own loyal units) were sitting in the same province and required merge operation were quite rare.
 

hjarg

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Bah, pervs of the ancient times

My ruler married daughter of the previous ruler in Carthage. The problem is that previous ruler was married to his daughter. So, basically, the 51-year old perv married his 16-year granddaughter. And had even got a child/grandgrandchild :D

Beware, there are pedobears loose in Carthage!