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Generalisimo

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Para los que estan siguiendo este juego (antes conocido como el Vainglory of Nations ;) ), salio el primer diario de desarrollo:

Primer Diario de Desarrollo

Pride of Nations - Genesis

Well, this is our first diary :cool:. With it, we shall try to tell you the story behind the creation of our new game, Pride of Nations (PoN). I believe that it’s important, to start with, to know the people at the heart of the project.

Quite a few of you know who I am, as I have been designing games for a number of years now, starting with the famous Europa Universalis. I have created dozens of games, both in board game format and in computer format, since the early '90s. Quite a few have been published in those same formats too. For instance, you may have heard of titles such as The Great War 14-18 (board game in 1999, and PC in 2009 and 2010), Pax Romana (PC in 2004), or Great Invasions (board game and PC in 2005).
The other core designer/creator on the game is Philippe Malacher, also known on many forums as Pocus. Almost a decade ago, he had the nice, original idea for the game engine that we are now using in PoN – and have used in many other games – and which we spent years developing and refining, known as the Adaptive Game Engine (AGE). The engine was inaugurated in 2006 with our game Birth of America (BoA), which was followed closely by other successful and popular titles: American Civil War (2007), Napoleon’s Campaigns (2008), Wars in America (2009), and the recently released Rise of Prussia (2010).

We are both fans of historical strategy and have played a lot of strategy games of all genres for years. When we launched our first successful PC game, BoA, we decided that it would be great to cover much more than a single conflict with a few opponents. We also did not want to be one more team in the crowd making WW2-based games, so we were looking for an attractive and lively historical period to re-enact.

I had always been fond of the 19th century, and spent the days of my youth playing a very famous PC game called Colonial Conquest (and a few years later, another one named Imperialism), as well as an excellent board game named Pax Britannica. Those two have consumed hundreds of hours of my time and still give me excellent memories today.

So in the late '90s, I designed a board game called A Place in the Sun (from the famous Wilhelm II quote) that was in the spirit of my Europa Universalis board game, but it was never published as the board game market all but disappeared in the following years. But the research, ideas, and feeling of excitement were still there…
Also, we had always found that games based on the Victorian era were either lacking scope or historical realism, and sometimes both. So our ambition when we decided to do the title was to achieve the goal of an epic grand historical strategy game that would place players back in the shoes of their ancestors of the previous century. We wanted to have as many items as possible: historical and random events; colorful characters, with their sometimes ridiculous uniforms; gentlemen sipping whisky in their club while deciding upon the world’s future; white man's burden adventures and atrocities; epic wars; and unprecedented gallantry…almost a new universe.

That was, and still is, a very ambitious goal…but we gathered our strength and, step by step, are moving forward in this gigantic project. We have never been as close to completion than we are today, and we are going to share the adventure with you on a regular basis every month from now on.
Now, let’s try to get a bit more to the point.


What is the essence of Pride of Nations ?
The game is all about obtaining the most envied status of Great Power (‘The place under the sun’ position) and achieving the first rank among those in the game. To do so, you must earn Prestige. It comes in the form of economic performance, military might, diplomatic aura, colonial empires, technological progress, social advances, balance at home, and overall world power.


What countries are playable?
We decided that only the eight major Great Powers of the era would be playable in the first release. Six of the eight are European – Great Britain, France, Prussia (Germany), Piedmont (Italy), Russia, and Austria-Hungary – and the remaining two include the USA and Japan. That provides quite a lot of play room to try at first. Of course, there are hundreds of other nations in the game. We have designed them in such a way that a few of them, even if they are not in the above list, can be made playable in an advanced version or via modding, so those who dream of playing Belgium, Holland, Spain, the Ottoman Empire, or even China can eventually receive satisfaction.

We will ask you after release what should be the next country of choice. Please note though that, even if we are focusing most of our efforts on these eight initial countries, all countries will be active and will interact in one manner or another with the Major Powers. From large and powerful forces like the Ottoman Empire to the more humble Iroquois, all will take actions at their level, but under AI control. :cool:

What are your main features?
To start with, we have the most original diplomatic system ever created for a grand strategy game: you’ll find all the usual diplomatic treaties and options, but we have included a very original feature known as the “Crisis Generator.” It simulates the various diplomatic crises that erupted during the era and will offer unique gameplay based on gambling and bargaining, almost like a game of poker.

The game has a very strong historicity and realism that is combined with a Victorian atmosphere. For example, we paid close attention to the appearance of leaders and units. In PoN, you’ll literally find a thousand portraits of military units with their own uniforms, and leaders with vintage pictures. Another example would be the Colonial Game, which is certainly the most detailed ever done in a PC game. From exploration parties advancing boldly into the heart of Black Africa, to colonial governors deciding that a naval demonstration near the coast of an irate native will be a good idea, you’ll have ample things to do as a colonial nation.

Last but not least, you’ll find that we took great care in the interface and animations to immerse you. Animated steamships departing from harbors, factories spitting forth billowy smoke in the sky, subtle animations of a lion in the jungle, and even the sound of the savannah at night, all these little things will have you feeling that you are doing more than playing a game.

Also, each country will have its own personality and agenda. This uses a network of underlying systems, including a world economy with realistic components, such as the differentiation of State and Private business assets. Here, too, we hope you’ll feel as though the world is “alive.”

What makes this game unique?
I would say, first and foremost, the scope of the game: 70 years of the Victorian Age, full of action and events. But at the same time, you can also enjoy fast, short sessions with the included battle scenarios. The scenarios allow you to try some of the most striking and unusual conflicts of the era that are rarely, or even never, covered in other games: if you've dreamed of playing the Sepoy Rebellion of 1857 or the Russo-Japanese war in 1904, they will be there!

Stay tuned.;)

Philippe Thibaut

View attachment 28598 View attachment 28595View attachment 28599 View attachment 28596 View attachment 28597

Lo pongo acá, asi empezamos a comentar en español tambien en este subforo... ;)
 

beuckelssen

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Muy interesante, especialmente lo que apunta sobre el tema del colonialismo. De todas formas no deja de ser una presentación general. A ver si en el próximo diario ya se mete más a fondo en algún tema en concreto.
 

Generalisimo

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Muy interesante, especialmente lo que apunta sobre el tema del colonialismo. De todas formas no deja de ser una presentación general. A ver si en el próximo diario ya se mete más a fondo en algún tema en concreto.
Todavia hay un laaaaaargo camino por recorrer hasta la fecha de salida...
Release Date 03/04/2011
;)
 

Generalisimo

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Por cierto, si no lo vieron, esta es la primer imagen que se tiene del "Cover Art":
prideofnation_packshot_temptemp_0.jpg

Eso si, repito, todavia no es definitiva... ;)
 

Txini

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La portada es poco imaginativa, a ver si hacen una mejor que un part de artworks del Vicky 2
 

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Tenemos segundo diario de desarrollo del Pride of Nations... Hoy, dinero.

PON dev diary #2

Money … (sing Pink Floyd song here)

One of the earliest decisions we made on Pride of Nations (formerly known as Vainglory of Nations) was that using a single currency to do everything in a given nation would not be a good thing.
As many of you know, the vast majority of the era's industries were not financed by the State but by private entrepreneurs. On the other hand, the armies and fleets were raised by national governments, using various taxes and exceptional financial measures to cover the rising cost.

So for us, the logical conclusion was that it would not be realistic for the game to mix apples and oranges. We then decided to have two types of “money”: Capital Money and State Funds. Both co-exist within the same nation, but are used for two different purposes. The cool thing about this is that we could then naturally reproduce different nation profiles, like Great Britain with its massive amount of investors (and thus private capital), and on the other end of the spectrum, Czarist Russia with its almost organic incompatibility with rapidly developing industry due to a lack of private money (the Bolsheviks were not yet there, remember!).

Czarist Russia could not just decide to create vast industrial complexes from nothing, even if the State (the Czar) wanted them! This was simply not the way things happened in the 19th century.
These two sides of the same coin are still strongly linked. It is not difficult to imagine that additional capital funds generate even more capital funds, in the good old-fashioned capitalist way: invest in industries to get profits, and get even more private capital - if you're successful, that is. But the player still has some control; after all, PoN is a game, not a dry simulation.
To that end, we are providing the player with a loan system, which will allow them to raise either type of money. The rationale here is that the player can act as both the State and the private sector. As the private sector, the player can raise private funds. The State can also receive private investments; for instance, there were the infamous “Russian Rail Bonds,” when Imperial Russia raised funds internationally to finance its rail network through many private investors who responded to the call. The story is that with the October Revolution, the loan was never repaid. Bottom line: you can break the vicious cycle of not having enough private funding to start your capitalistic venture, but it will be just a bit more costly and take longer than it would for countries with a strong private sector.

The other side of the coin, State Funds, is more straightforward. As the State, you get several tools (also known as Taxes!) to raise funds across various sectors. You can tax the industries, the commercial fleets, the luxury goods, the population, or set a custom tariff. All these options will provide you with State Funds. These funds will be used to pay the upkeep of your army and navy, raise new units and ships, finance colonial expeditions (another big part of the game), place orders (to the private sector!) for new technologies and equipment, and trigger military reforms. Rest assured that you’ll have ample opportunities to spend all of your State money, and then some. You can even lend money to other countries, with a variable interest rate…

That, dear players, is the basis of the economy in PoN. More later on how industry and commerce work…



Russian problem is not about having resources, but having capital to invest in industries and mines.

Tiene buena pinta... lo de diferentes "formas" de dinero parece interesante para representar economías más privadas o más estatalistas... A ver cómo sigue (apuesto por excelentemente).
 

Freymann

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Gene, estamos casi a Noviembre. No falta tanto para que salga :p
El periodo historico no me llama tanto, pero si hay algo que me atrae mucho en los juegos de ese grupo son los graficos.
Esa imagen del mapa no me atrae nada.
 
Last edited:

Generalisimo

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Gene, estamos casi a Noviembre. No falta tanto para que salga :p
El periodo historico no me llama tanto, pero si hay algo que me atrae mucho en los juegos de ese grupo son los graficos.
Esa imagen del mapa no me atrae nada.
¿Quizas imagenes de zulúes en paños menores te atraiga mas? :D

attachment.php
attachment.php
attachment.php
attachment.php

:D

El mapa es un tema complicado... es el mapa mas grande que AGEOD ha hecho y se ha tenido que actualizar todo el motor grafico para poder meterlo en memoria eficientemente. ;)
Hay ciertas cosas que podrian estar mejor... quizas con un poco mas de detalle... pero se han tenido que priorizar otras cosas en algunos lados. La idea es buscar una jugabilidad lo mas fluida posible. ;)
 

Freymann

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:rofl:

Ya tendre que ver como esta la movida del juego y si hay catfight con Victoria :D
 

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Tercer diario de desarrollo de Pride of Nations, la visión de la época victoriana que nos ofrece ageod... Hoy toca una presentación de los "escenarios de batalla", algo muy interesante para un juego con tal alcance, y para poder facilitar el acceso a los noveles a la genial estrategia de este equipo.


http://forum.paradoxplaza.com/forum/showthread.php?506109-PON-dev-diary-3

Thumbs up PON dev diary #3

Pride of Nations – Developer Diary 3 – Battle Scenarios

Most big strategy games now usually have one grand campaign scenario to play, and that’s about it. All the designers' efforts go into the “big one,” and the team's efforts focus almost exclusively on that scenario and its balance. Well, we have – almost – done the same in Pride of Nations.

But we also realized that our grand campaign is a huge endeavor, taking 1,680 turns to play, which is a huge amount of time, and that presents a challenge to the players. We are aware that quite a lot of players do not have that kind of time at their disposal and could feel frustrated by not being able to get into the game for a quick, interesting, and challenging session.

Similarly, we knew that there are a lot of small conflicts in the era covered by Pride of Nations that are quite unique and interesting to discover just for themselves. And we also wanted to tell those stories!

Last, but not least, it is always important for a development team to have a set of smaller scenarios available to run for quick testing or for checking whether new and old features alike are still running smoothly with the engine's ongoing developments and additions.

So we have decided that Pride of Nations would come with some battle scenarios to answer all the above questions and needs. They will be much shorter to play, between a dozen turns for the shortest to up to 100 for the longest. And we set our historical team on the tracks of which battles could be in the game…

Click image for larger version Name: PON_Second_Anglo-Boer_War_1899.jpeg Views: 113 Size: 1.02 MB ID: 29295

In theory, there were dozens of potential candidates. But we had to select only a few, based on simple criteria: could we get accurate data for them, would they present an interesting and challenging scenario, would they become popular, had they been chosen for other games before, etc…?

After a few months, the list and team was almost complete: for original subjects, we chose the Sepoy Rebellion of 1857 to tell a story of revolts and colonial battles from a theater of operation with exotic appeal (India). In addition, the game is short and quick, a good introduction for trying the land operations and military part of the game.

We also chose the Russo-Japanese War of 1904-1905 (71 turns), as in addition to not being dealt with before, it offered the additional challenge of naval operations (combat, naval transportation, and amphibious landing). That one scenario was just great, especially when it came time for us to adjust battleship combat and combined operation AI. In the same spirit, we planned to have the Spanish-American War of 1898, but a lack of time for proper testing makes it doubtful that it will make it in the initial release; however, it will most likely be included in a future expansion. A work in progress is also well underway on the Second Boer War of 1899 and on the Nile Campaigns 1885-1898, but we are not certain that they will make it in the final version.

Click image for larger version Name: PON_Russo_Japanese_War_1904_#2.jpeg Views: 109 Size: 906.1 KB ID: 29296

Among the ‘popular’ category (i.e., well-known battles sometimes already in other games), we have the infamous US Civil War. Of course, this one will never be as detailed or as precise as a game solely dedicated to the subject, but it is still a tough challenge; for players who will tackle the USA in the Grand Campaign, it might prove to be a very interesting training ground. In the same spirit, we have added the Austro-Italian War of the Risorgimento 1859, the Franco-Prussian War of 1870-1871, and the Russo-Turkish War of 1877.

One last ‘monster’ battle scenario has been prepared (and we use it extensively for engine tests) on the Guns of August – WW1, 1914-1918. This is probably a challenge equivalent to the game’s Grand Campaign, so full it is of armies. At the moment, there is intense debate within the team to see whether we will make this one a short scenario on the war’s first months, or if we will try to recreate the whole conflict. Typically, this is the kind of critical decision a development team has to make rather early, as such a project is bound to consume huge human resources and blocks of time, and we may never be sure in the end that the result meets the challenge.

Click image for larger version Name: PON_Indian_Mutiny_1857.jpeg Views: 102 Size: 1.09 MB ID: 29297

Anyway, news will be regularly given on our progress on all of the above in order to get our community’s opinion!
Stay tuned.

Philippe Thibaut
 

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El mapa es un tema complicado... es el mapa mas grande que AGEOD ha hecho y se ha tenido que actualizar todo el motor grafico para poder meterlo en memoria eficientemente. ;)
Hay ciertas cosas que podrian estar mejor... quizas con un poco mas de detalle... pero se han tenido que priorizar otras cosas en algunos lados. La idea es buscar una jugabilidad lo mas fluida posible. ;)

Espero que hagan algo para facilitar al jugador la labor de encontrar sus unidades, porque si en un escenario pequeño ya es un lío no me quiero imaginar a lo largo de todo el mundo.
 

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Un nuevo diario de desarrollo. Ahora toca saber algo más del modelo de producción, y de las edificaciones.

http://forum.paradoxplaza.com/forum/showthread.php?507518-Pride-of-Nations-Dev-diary-4
Dev Diary #4: Structures and Production in Pride of Nations


Although often made of brick during the era of Pride of Nations (1850-1920), structures in the game are quite concrete. The engine that we used is, at its roots, military oriented, full of details on how to conduct combat operations against your enemies. One of the features is that structures are entities which are independent from the region in which they are located. This allows for a richness in the scenario and campaign detail that is seldom found in other region-based games. For example, it will be a common occurrence for you to be faced with the decision to either stay outside of the walls of a fortress so you can cover the approaches into the region, or to place your troops inside for protection. The nut will be tougher to crack for your opponent because of the many concepts that the engine manages, such as limited combat frontage when assaulting a structure, and the fire range bonus for emplaced guns. The risk you take, though, is to end up with the fortress being “covered,” where the enemy stations just enough troops to neutralize it while the remaining forces move forward. Nothing will prevent you from making a sortie, if you feel like having starving troops is a bad idea. From a military standpoint, there is thus a kind of gamble to take in each region with structures…

…because, and rather importantly, you can also defend cities! Cities in the game harbor your key industries, so protecting a city will prevent the enemy from taking them over. The bad news is that agricultural structures and mines are not considered to be in the city but in what we call the countryscape, which is the ensemble of structures that are dispersed around the countryside. You want to keep them? Then don’t take refuge behind the walls…


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But enough about military matters. Your nation will often have times of peace, or so we hope, because being in a constant war for 70 years is simply not sustainable! Where and when you decide to build new economic structures will be some of the most, if not the most, important decisions you’ll have to make in Pride of Nations. While war is the continuation of diplomacy, you can only continue a war if your economy follows! If you plan to build an agricultural or mining site in Pride of Nations, then the first and almost evident requirement is to have natural resources in the region. There is no hard constraint on the number of resources a region can have, and very often a region will have several resources (for example, four coal sites, one iron site, and perhaps two potential locations to raise cows).

But don’t worry if you don't have every resource that you need in the target region, as there might be some elsewhere in the country (or in a colonial possession). Therefore, building a railroad to ensure their transportation from the production site (e.g., a mine) to the place where they are needed is a good way to make sure your industrial structures get what they need to operate properly. For example, a steel furnace needs coal, iron, and minerals to operate, and it’s very rare you find all three in the same location. And when a railroad is not enough, transportation via merchant shipping can also be used (more on this in a future diary).


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Note also that some of the resources, especially in distant lands, are unknown at the beginning of the game, and you’ll have to send prospecting parties (tiny units made up of only a few dozen men) to uncover them.

Then you’ll want to have a population in the region, made up of the correct social classes. This will be the subject of another Developer Diary, but Pride of Nations also works with the concept of social classes (I say ”also” because I guess you are wondering how it works compared to Victoria II!) Last but not least, creating production sites will cost funding – private capital, to be precise. If you followed our previous diaries, you know there are two kinds of money in the game: ‘State Funds’ and ‘Private Capital.’ Industries can only be built with the latter. You’ll also need a lot of other resources, depending on the exact type of structure you are building.
Another point you'll have to consider when choosing to build a structure is how efficient it will be. This is tied to the population of the region and the technologies you master, but these are not the only factors. The game also checks the type of transportation network around the structure, plus the quality of the resources you use. This last point may seem complicated but it is handled simply in the game, while working quite well (no micromanaging at all, rest assured).

So, that’s it? Not quite. There is a plethora of structures in Pride of Nations. We briefly discussed the industrial ones and hinted at the presence of fortresses (which come in three generations and six graphical styles, depending on the region where you build them - you wouldn't want to have a North African fort instead of a US one). You can also develop supply depots, an important aspect of the game that keeps your armies fit and well; here too, the whole distribution of supply is automated, taking its roots from military simulations we’ve done before, like in Rise of Prussia or AGEOD’s American Civil War. Finally, you can also expect several buildings to play with for the “Colonial game,” and this part too needs at least one Dev Diary to discuss, if not two, as it is rather involved.

We only scratched the surface here, but we are sure you now have a better idea about what Pride of Nation will be once it is released!

The PON Team.
 

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Quinto diario de desrrollo centrado en la organización de los ejércitos y los órdenes de batalla. En mi opinión es el menos interesante hasta ahora, porque a nivel conceptual no muestra nada que no existiera ya en otros juegos de AGEOD.

http://forum.paradoxplaza.com/forum/showthread.php?509210-Pride-of-Nations-Developer-Diary-5-Detailed-Order-of-Battle


Pride of Nations - Developer Diary 5 Detailed Order of Battle

In a previous diary, we presented the various historical battle scenarios that will be in Pride of Nations. The scenarios share a common feature with the Grand Campaign: a detailed order of battle (OOB) for almost all nations, both on land and at sea.
Of course, such a feature is deemed common and mandatory in all ‘serious’ historical strategy games. But, in truth, that is not always the case, and in most cases, the accuracy is somewhat limited, largely to names ‘sounding’ historically plausible.
When we designed the database for Pride of Nations, one of the initial key decisions we made was in regards to the scale we would use for the various units. Because this game is grand strategy on a massive scale – the entire world for 70 years – we wanted to make sure that we would not fall into the trap of micromanagement due to too-small unit size.
So, we restricted ourselves to larger-scale units: squadrons for boats, brigades as our smallest land units, but more often divisions and corps. Nevertheless, our AGE engine has been conceived with an interesting feature in that, whatever the size of unit we have in the game, that unit is made up of ‘components,’ which we call models or elements. Early on, we chose the regiment as the basic element for land units (except for artillery, which uses the battery) and the individual ship for naval units.

To that end, we created two databases. One is the Models database, which describes every element that makes up our game units. The other is the Units database, which lists, for every unit, how many elements and in which proportion they are within said unit.

For the models, every single regiment that is available has a unique name, as well as dozens of features and characteristics, which we shall detail in another diary. As a result, even if there are hundreds of regiments in a given nation (or a dozen individual ships), each can be seen with their own unique name. The UI has a specific window to show this.

At the unit level, the various possibilities are composed of those very same models as well as an extra feature that we have added, called the recruitment (or construction) zone. This ensures that a unit can only be built in the area that it has been assigned to. For instance, troops of the British Army of India cannot appear in the UK or in the Americas; they can only be raised and recruited in the Raj. Similarly, French Black colonial troops shall appear in Africa and nowhere else. But recruitment is not only ethnically specific as it is also restricted to the physical location with other considerations.



For example, Alpine troops will be raised in mountain areas, and your Marines shall not appear in the middle of your hinterland, far away from a port. And where ships are concerned, most (and in particular the largest) will require shipyards to be built, although you don’t need them to build colonial river gunboats.
The whole idea behind this apparent complexity (and a really huge database with thousands of names) is really to offer players a real sense of immersion in the atmosphere of the time.

To further immerse players, names are not the only ‘flavor’ aspect of the detailed OOB as we also have almost 1,000 different uniforms (and dozens of ship models) from the era, so your units will not only have different names, but also different appearances. We have learned from our previous games that players love to see even the smallest details in their units.



For example, if you are playing Britain, you can see the regular British troops (whose uniforms will vary greatly between 1850 and 1920), but also Scot Highlanders, East India Company Sepoys, Gurkhas, King’s African Rifles, Royal Canadian Mounted Police, Royal Marines, Sailors, and Camel Corps in Egypt. At sea, the glorious Royal Navy boasts over 25 different ship styles.
And that level of variety is found in every other major playable nation, as well as in many of the minor nations and natives that you will encounter during your half-century-long world conquest challenge.
Stay tuned.

Philippe Thibaut
 

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Un nuevo diario, que muestra algo más del sistema económico, y que demuestra una auténtica revolución del motor AGE.


http://forum.paradoxplaza.com/forum/showthread.php?510727-Pride-of-Nations-Developer-Diary-6-Resources-and-Economics

Pride of Nations Developer Diary #6 - Resources and Economics

Resources and Economics


In Pride of Nation, the player produces and manages many different kinds of resources. Some are crucial for the functioning of the player’s country while others play a lesser role. Resources (or goods) are divided into three types.
The first resource type is food. This category includes basic cereals, fruits, vegetables, and meat, but also exotic imports (e.g. tropical fruits) and refined food products (e.g. wine). These are natural products and require farms for production. Different regions will be capable of producing different food resources. You will never produce fish in landlocked provinces, for example, and you will not produce sugar cane in Sweden.

A second type of resource is minerals, including iron, coal, gold, and precious stones. These, too, are natural resources, with different kinds found only in particular areas. Sometimes mineral sources will become known only after prospectors discover them—recall the California gold rush of the 1850s or the South African gold rush of the 1880s. In all cases, these resources are only produced in regions where the minerals are both present and known. .
The third resource type is industrial goods. These are the products of the transformation of one or more natural resources, or of the further transformation of other industrial goods. For example, steel production requires iron and coal, while producing automobiles requires steel and consumer goods. As you can imagine, the appropriate types of factories and technology are necessary for the production of industrial goods.

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Using Resources
Resources and goods have many uses, all of which are foundational to Pride of Nations. Here are just of few of these uses:
To satisfy your national population’s needs.
To profit from trade.
To compete with other countries, such as by dumping one’s own surplus onto its markets.
To buy merchant fleets or combat units.
To pay and maintain your armed forces and industries. For example, coal is necessary to keep your factories functioning.
Certain goods are converted into supply and ammunition for military operations.

Money: National and Private Capital
It’s important to understand that as the player you manage two types of money: state-controlled funds and capital held in the hands of private citizens. You will find that some actions use state funds, some use private funds, and some require both. This distinction is fundamental to gameplay and allows a more realistic portrayal of 19th- and early 20th-century capitalism. After all, governments did not build armies with the profits of private businesses. On the other hand, great commercial fleets and powerful factories were not funded by governments but by wealthy industrial corporations. As the player, you control funds in both the public and private sectors, but they remain distinct at all times and have different uses. We believe that you will find this approach realistic, interesting, and enjoyable as well.
Assets Balance Window

Your nation’s most important resources are listed along the top bar of the interface. There you will find your seven most-used resources, those that you consume in routine ways (such as in the production of new military units). However, a more detailed Assets Balance Window is also available. This window lists all of your nation’s stockpiled goods and resources.


(1) (Top line, left window) National Satisfaction: shows the overall satisfaction of the population in your national territories. A pop-up tooltip provides information on the expected variation for next turn.
(2) (Top line, middle window) Inflation: shows the amount and tendency of inflation in your economy.
(3) (Top line, right window) Total Value: shows the total value of your stockpiled goods and resources.
(4) Resource Icons: The remainder of the window shows all of your stockpiled goods and resources by type and amount. The number is the amount currently stockpiled, while the graph indicates whether those stocks are generally rising (green line) or falling (red). A pop-up tooltip for each resource provides additional information.

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Economic structures are the buildings that produce and manipulate resources and goods within each region; they are the machinery that makes your economy go. Economic structures are divided into three categories: agricultural structures, mining structures, and industrial structures. The first two are combined into the Countryside, which can be imagined as a subset of an individual region. Structures of the third (industrial) type are located in the region’s Cityscape. This Cityscape is also where to find the region’s major city and other buildings of importance (such as ports, banks, fortresses, and various noneconomic structures such as military academies, the colonial mission, etc.).
Each of these two sites (Countryside and Cityscape) in a region can contain up to ten economic structures. There is usually no other limit on the number, type, or even the nationality of these structures. For example, the Countryside of a single (well-developed) colonial region might contain five British iron mines, one British cotton field, one French cotton field, and three Dutch gold mines, for a total of ten structures. This would be an exceptional location, however; in practice, most regions will have fewer than ten structures, all of the same nationality.

The controller of a region is the country that controls its city (if there is no city, the owner is the nation with the highest military control). The nation controlling a region may allow (or forbid) the establishment of new economic structures by means of a commercial cooperation agreement. It will not be possible to establish industries or exploit resources in another country’s national or colonial territory without their permission. However, it is possible to command the resources of a disorganized or tribal country; here you can do without a commercial agreement.
 

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Beta tester ... por fin!

Me voy a tener que leer todo esto del PoN porque por fin me han fichado como Beta Tester. :) Creo que lo he debido solicitar unas cuatro veces con esta.

Ya os contaré lo que se pueda contar.

A ver que sale de un juego AGEODdiano con la maquinaria y potencial Paradox detras.
Lidera Thibaut y eso siempre es bueno.

saludos