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kristoff

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Hmm... "Provinces however are pretty much all the same with only the level of upgrading and what religious buildings or guild buildings being added making any real difference". Does it mean that all provinces start with the same stats (tax income, number of levies ect.)? That would be a major step-back compared to previous PI titles, more or less reflecting historical differences between various regions. I hope it's not like this.

Anyway, good and honest preview.
 
May 27, 2011
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"Provinces however are pretty much all the same with only the level of upgrading and what religious buildings or guild buildings being added making any real difference". Does it mean that all provinces start with the same stats (tax income, number of levies ect.)? That would be a major step-back compared to previous PI titles, more or less reflecting historical differences between various regions. I hope it's not like this."

i think they may be still in the process of working on the regions perhaps
 

Captain Gars

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"Provinces however are pretty much all the same with only the level of upgrading and what religious buildings or guild buildings being added making any real difference". Does it mean that all provinces start with the same stats (tax income, number of levies ect.)? That would be a major step-back compared to previous PI titles, more or less reflecting historical differences between various regions. I hope it's not like this."

i think they may be still in the process of working on the regions perhaps

The only difference in provinces at this moment is that some of the mayor clans have a few that are a bit more build up. Meaning they might have some guild slots opened, a religious building and already several levels of the fort and village. Tax and amount of levy troops are tied to how far the fortress and village have been upgraded. So all provinces give the same tax and levy at their corresponding village and fortress levels. Unless there are other modifyers like buildings from guild slots that is. I honestly don't think they'll change all this around in the next month or so. As I said, it's a very streamlined game.

Oh, the artwork I've seen of the loading screens is pretty awesome indeed.
 

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All provinces are the same, there are no strategic resources and terrain has no impact on what buildings are available. Terrain like mountains and rivers does have an effect on battles though.
 

RedRooster81

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All provinces are the same, there are no strategic resources and terrain has no impact on what buildings are available. Terrain like mountains and rivers does have an effect on battles though.

I figured as much. Same thing has been announced for Crusader Kings 2. Nice preview.
 

RedRooster81

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Seriously? I missed that. You mean that in CK2 you won't have rich and poor provinces like they had in CK1? No more fetid marshes, lush forests and grassland provinces bestowing a bigger or smaller bounty on their owners? Shame.

More precisely, taxes are determined first by settlement type (town, castle, bishopric) then by the buildings that exist there, in CK2. To quote Doomdark precisely:
Hi all. As dev diaries have said that you will be able to create new baronies in your counties I was staring to wonder how the tax base (which I assume will be the basic measure of prosperity) of new baronies will be generated.

I can think of four possible ways.

1. It is decided upon a base tax for the entire county. All baronies in the same county have the same base, but is modified by type (city, castle, church).

2. The tax base for every potential barony is defined in the file that defines all baronies.

3. All baronies of the same type have the same tax base, what separates as wealthy Mediterranean county form a poor Scandinavian one is the amount of baronies it has and the scripted maximum number of baronies.

4. All new baronies start at a set tax base (1?) and can increase by buildings and events. Having wealthy baronies nearby could for example trigger events related to trade or lack of arable land by the neighbors leading to immigration leading to tax base increasing.

What do you think is the most probable one? Which one would you prefer to see?
All baronies of the same type have the same base tax. However, this is modified by buildings that improve the barony.

The number of settlements (baronies) in each county will be between one and eight, so I guess that this is how they will model rich and poor counties off the bat: I assume counties in really desolate places will have one or two baronies while rich ones (like say Paris or Byzantium) will have all 8 at the starting date.
 

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It definitely seems as if Paradox is trying to make this game as user friendly as possible for all the new comers to the PI genre.