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Aleksei

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Try MEIOU or the Whole World mod. I prefer them to MM.
 

arbiter6

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Lol :) Thanks a lot guys !

To sum up what I read and ignoring the shameless MM self-promotiong :p :

-Switching nation

-Breaking up old empire

-Vassalizing self

-Trying a mod

-Restarting game (you can only restart so many times though. i like the feeling of struggling against impossible odds and winning but i hate investing time in something i know i'm bound to restart often.)

-Going multiplayer :p (never tried to be honnest because i don't know how the "time" flows between players, i play "very-fast, pause")
 

unmerged(514)

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Same engine, mostly same gameplay concepts, same user input mechanisms, same underlying mechanics, graphically derivative. I know it's getting a separate release eventually because it's truly the most substantial EU3 mod ever created... but 'new game'?...


"New Game" as in needing a totally different way of playing than vanilla to be successful.
 

unmerged(514)

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I'm sure a couple paragraphs (obviously within the scope of one forum post) can adequately provide an overview of the most important changes. It's a mod after all, not a scientific discovery.



I'll try my best:



Magna Mundi is an effort to lead the game through historical processes while allowing the gameplay to flow freely within the constraints faced historically, thus, and in part contrary to the vanilla experience, creating plausible alternate realities.

We achieve this by coding complex event pools that are not targeted at the most tangible elements in the game, the countries, but instead at the virtual environment the engine generates: Religion, certain geographic regions, certain political entities, all the colonial environment, etc.

Beyond this we turn the game mechanics much deeper to spice it up trying to allow the player to feel a living, breathing world, hidding the raw mechanics that define the game system.
Expect a detailed National Ideas system, Vassalization system, Personal Unions system, Modernization system, Warfare system, Covert Action system, Trade system, etc.

Taking advantage of the latest designs of IN, we use decisions to open new strategies to gameplay, instead of prizes to be achieved after some game mechanic was "beaten", the path taken in vanilla. This means decisions are now really dilemmas the players face:

- Is it worth it financing a smuggler operation in a neighbour province?
- Is it worth it to build a great arsenal?
- Is it worth it to protect your traders?
- Is it worth it to fund public schools?
- Is it worth it to take drastic measures against the plague?
- Is it worth it to build hiring fairs to have bigger chances of getting the dearly needed advisors?
- Is it worth it to sacrifice part of the civil population and local political strenght to have a chance to recover a rebel province without sending a single man there?
- Is it worth it cripple a bit the long term economy to recover faster from chaotic stability?
- Is it worth it to sacrifice centuries of policies in order to eventually modernize?
- Is it worth it to pay dearly to fund an expedition to the new world? ... the list goes on and on... and on. Thousands of times.


Our objective is to give you, the man behind the curtain, the tools to pursue your objecties with miryads of different strategies and immerse you in a new reality.
Your challenge is to take the best decisions and decades, if not centuries later, look back and be proud of the decisons that shaped your nation's destiny.



List of More Proeminent Features (in no particular order):


- Plagues
- Civil Wars
- Discoveries
- Colonial formation
- Colonial policies
- Colonial independence
- Country formation
- Trade goods (49 in all)
- Trade rankings
- Trade policy
- Sucession wars
- Imperial politics
- Imperial power
- Imperial diet and voting
- Imperial demesne
- Indepth religion (the world extensively covered)
- Religion conversion
- Berber pirate policies
- Berber pirate consequences
- Berber pirate hunt
- Naval system
- Covert Action (60 spy missions)
- Modernizing through foreign contact
- Modernizing socio-economic structure
- Sengoku Jidai (hugely detailed civil war in Japan)
- Land Warfare
- Naval warfare
- Static Defences
- Attrition
- Special army maintenance
- Reputation
- War Exhaustion
- Prestige
- Advisors
- Rebels
- Stability mechanics
- Inflation mechanics
- Vassalization
- Personal Unions
- Map provinces
- Map graphics
- Province data
- Country data
- Diplomacy Data
- Army data
- Navy data
- Ship types
- Army types
- Policies
- Radical policies
- War of the roses
- Jews
- Knights of Saint John
- Status Quo
- Government systems
- Government efficiency
- National ideas content
- National ideas specialization
- New national ideas
- Balance of power
- Historical AI
- much, much more... this list is very far from complete and most items include many subitems.










.
 

arbiter6

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"New Game" as in needing a totally different way of playing than vanilla to be successful.

Are you going to be selling it ? Did you get PI into some business deal with you ?
 

WankoStankins

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Magna Mundi is a totally awesome mod. Get the latest version you can get with whatever expansion/patch you have, it's just great. So much more to do domestically and economically, makes you satisfied with owning your two province duchy of Wurtenburg, feels like you're part of a much larger world too.
 

unmerged(136348)

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this magna mundi cult is like the mac 'community' always blabbing how great and special they are.
if somebody wants to play it they'll check the mod subforum and try out mods. this kind of promotion should be frowned upon.
 

Aleksei

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this magna mundi cult is like the mac 'community' always blabbing how great and special they are.
If somebody wants to play it they'll check the mod subforum and try out mods. This kind of promotion should be frowned upon.

+1
 

unmerged(193306)

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well, they can't _all_ be ubik sock puppets... :)

People do like it. But yeah, there's certainly a telling degree of temper between "Try this, it does x and y" vis-a-vis MM's "YOUR MIND WILL BE TORN APART FROM THE INSIDE-OUT BY AWESOMENESS".
 

anomanderus

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You could always try some some other goals than just beeing big. Maybee be ahead of ef everyone in tech, wich means you have to be very spesific about what provinces you take. Or maybee it's to make sure a whole area is of a spesific religion. Beeing shite and trying to convert the sunni muslim could be a challange :)

And ofcourse playing as an african or even worse an american nation and try to survive the europeans.

Or even better, playing as the mamluks, the GH or the Ottomans and capturing one of the Timurid shiite provinces to force a religious revolt, then force converting to shiite and then shiiting your whole original sunni populace. Or you could do that as the ottomans AND culture shift to Greek.
 

anomanderus

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this magna mundi cult is like the mac 'community' always blabbing how great and special they are.
if somebody wants to play it they'll check the mod subforum and try out mods. this kind of promotion should be frowned upon.

Mostly I dislike the arrogance. The way they'll promote MM and belittle vanilla in the same sentence.
 

playerdepain77

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really though, try Magna Mundi. At first i was kinda put off by it because it seemed too 'big' with a lot of addition stuff (and a big manual) but i was eventually drawn to it by its religious system and sexy HRE :p

Really cuts down on the blobbing and boredom late game.
 

unmerged(514)

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well, they can't _all_ be ubik sock puppets... :)


You are wrong. I own 845 different accounts on this forum to praise Magna Mundi. That's the only secret of it. :p



People do like it.


Nah, its just me and my 844 alter egos. ;)


But yeah, there's certainly a telling degree of temper between "Try this, it does x and y" vis-a-vis MM's "YOUR MIND WILL BE TORN APART FROM THE INSIDE-OUT BY AWESOMENESS".



A bit more seriously, I hope my post above, which is devoid of self promotion, was clear enough to explain what Magna Mundi does and its scope.