• 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.
Ai dios... que son capaces de dejar esos graficos....
 
Todas las imagenes son de diarios viejos...
 
Oye, pues muy bien...más de 60 tipos de unidades militares en europa...no esta nada mal. Y lo del reclutamiento de tropas nativas tb recoge un poco lo que se sembro en el Victoria. Tb me parece bien la idea de que tenga que pasar medio año para que una unidad recupere su fuerza al máximo.

Menos los graficos, todo lo demás, estupendo
 
Solía meterme bastante en Wargamer, pero les perdí el respeto tras su preview del MOO3, y por completo después del microsite que le dedicaron a nuestro querido Diplomacy. No son más que unas rameras.
 
Room 101 said:
Solía meterme bastante en Wargamer, pero les perdí el respeto tras su preview del MOO3, y por completo después del microsite que le dedicaron a nuestro querido Diplomacy. No son más que unas rameras.

Room en serio a ti te parece algo bien ? :D
 
Nimitz said:
Room en serio a ti te parece algo bien ? :D

No ha criticado la preview sino que ha atacado directamente el sitio donde está colgada.

Así que dicha preview debe de ser sobresaliente :rofl:
 
Vamos a copiarla aquí:
Europa Universalis 3

Recently The Wargamer was invited to Paradox Interactive’s New York office to meet the lead designer and creator of the Europa Universalis franchise, Johan Andersson, and to take a look at how Europa Universalis III is coming along.

Work on Europa Universalis III started almost two years ago in November 2004. Having spent a fair amount of time working on Hearts of Iron, Johan wanted to look back to his roots for his next big project. To begin with, Johan wanted to try to change the scope of this latest game. He felt that it should begin on May 30 1453, the day Constantinople fell, and it should be playable through about 1789. This means it will cover more time than the original Europa Universalis, but less time than Europa Universalis II. The idea behind the change in scope was to give all the major European powers good starting points.

Although a number of changes have been made to the game, much of it will look familiar to fans. There are still the four core concepts: warfare, diplomacy, exploration, and trade. What is different is that the database has been updated to reflect events for every territory in the game…on a daily basis! There will be no pre-planned scenarios. Instead players can select any country and start a game at any given day. Johan tells us that, in all, over 10 books’ worth of data have been put into the Europa Universalis III database. The game will have bookmarks where players can quickly find a few significant dates in history for starting points. In addition, upon selecting a time, the game will offer up a few suggestions of countries which may be of interest to players during that time. For instance if a player selects the year 1776, the game will suggest the U.S., England, and France as interesting countries to play. The events database will also be moddable.

Players can also expect alerts to be triggered when significant events happen, but the team has designed these to be more subtle than in previous games. Other improvements to the UI include enhanced tooltips and a streamlined interface.

A great deal of attention has gone into researching the details of the game, and military doctrine has been extensively researched for each territory. Players can expect to find 60 to 70 different types of European military units; many more are available for territories outside of Europe. There are eight major architectural styles for the game, representing the major cultures of the period.

Once again, a country’s tradition will offer it military strengths in one area or another. Some countries will enjoy significant naval strength, while others will enjoy powerful armies. One new concept to the game is that of prestige, which replaces the old point system. A country may enjoy a great deal of prestige, but a player may have a particularly “bad boy” reputation which exists side by side with his high prestige – in short a country may be both respected and feared in the game. Terrain will now provide combat modifiers. Players will be able to hire historical personalities to lend bonuses to different areas of the game.

Also improved are some military items such as the regiments. Regiments consist of up to 1,000 troops. Resting regiments will naturally recruit either 5% or 10% of their strength (this is still being playtested), so it could take about half a year for a regiment to come back to full strength if it was nearly destroyed. Players won’t have to micromanage replacements; recruiting will take place automatically. Obviously, players will want to protect their troops to a large degree and not allow them to be nearly annihilated in battle. Conquering a new territory will now draw recruits of the territory’s type. So, if a Spanish player begins recruiting in an Aztec province, it will draw Aztec-style replacements – not conquistadors. Thus, owning a large colony may have its benefits, but raising troops from it will not be one of them. Players will also be able to research specific tactics, which will create a kind of tech tree for specialized historical unit development. Mercenaries will not contribute or benefit from historical tradition and will merely lend their weight of numbers toward a battle.

Overall, the game is developing nicely. Fans of the series should be pleased with the refinements made. Even though the game does have several months of development time left, I cannot wait to play it. This is my top pick among the upcoming crop of historical strategy games.

Por ejemplo, ya se olvidan de España en la guerra de Independencia americana...


Habrá que ver cómo se desarrolla, pero en principio no parece muy mala esa idea de los regimientos.
Lo de las tropas indígenas... ¿no había casos en que estaban armados y entrenados a la europea? Tal vez si se construyera algún tipo de academia militar en esa colonia... Además, había también regimientos de criollos que lucharon a la europea.
 
Hombre, la del EU3 no la he leído, pero desde aquellos acontecimientos, ya no confío en Wargamer para nada.

Tienen alguna cosilla del Steel Panthers, de todas formas.
 
Señalaré lo que mas me ha llamado la atención:

There will be no pre-planned scenarios. Instead players can select any country and start a game at any given day.

Algo que puede ser muy dificil de implementar... o muy sencillo, depende de cómo lo hayan enfocado.

Lo mas facil es que el juego tenga un "calendario histórico" en el que ponen todos los cambios de provincias, pactos, etc... en su fecha histórica, y al cargar el juego el progama va a la "bookmark" mas cercana, y luego añade los cambios leyendo el log histórico.

Pero me pregunto como lo habrán implementado, realmente.

Players can expect to find 60 to 70 different types of European military units; many more are available for territories outside of Europe. There are eight major architectural styles for the game, representing the major cultures of the period.

Lo de la arquitectura supongo que solo tendrá efecto artístico. Las unidades militares, me pregunto hasta que punto serán también solo un elemento cosmético, o afectarán realmente la estrategia en el juego.

Players will be able to hire historical personalities to lend bonuses to different areas of the game.

Otro concepto interesante. ¿Influencia de los "gabinetes de ministros" del HoI?

Also improved are some military items such as the regiments. Regiments consist of up to 1,000 troops. Resting regiments will naturally recruit either 5% or 10% of their strength (this is still being playtested), so it could take about half a year for a regiment to come back to full strength if it was nearly destroyed. Players won’t have to micromanage replacements; recruiting will take place automatically.

Bueno, eso está bien... quiere decir que ya no habrá que pasarse la vida reclutando tropas y enviando refuerzos... reclutas tu ejército y luego ya recuperará sus bajas solo... menos microgestión.