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Pełna wersja: [Imperator] Dev diary - linki, dyskusja
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Przynajmniej Paradox od razu uczciwie przyznał, że jest to gra w której kluczową rolę będzie odgrywało pomalowanie mapy kolorem swojego państwa.
Pograłem trochę w Imperatora i chciałbym się podzielić spostrzeżeniami. Po pierwsze czuję, że grze brakuje głębi. Jakoś niewiele jest klimatycznych czy też historycznych eventów, mało flavouru. Rzuca się w oczy też to, że (przynajmniej w kampanii którą rozegrałem) cały bliski wschód i Persja stały się macedońskie, tj. dominują tam prowincje o kulturze macedońskiej, Partia w ogóle nie powstała. Nie da się w żaden sposób zmienić kultury ani religii państwa.
Postaci występują w grze, spełniają mało znaczącą rolę, nie to samo co w CK. System popów oceniam na plus, tak samo polityki gubernatorów. Może jakieś DLC ubogacą tą grę, bo na razie jest dość płytka
Stał się cud. Johan jednak się ugiął pod naciskiem społeczności i pracuje nad usunięciem many z gry. Większość akcji będzie kosztowało złoto lub miało konsekwencje w stabilności, tyranii i AE. Dodana jednak będzie nowa wartość politycznego wpływu otrzymywana z lojalnego rządu.

Johan napisał(a):This is a bit of a rambling of my thoughts, take them as you like.

My definitions are, and I hope you can agree with it enough to use it in this thread.
Abstract Currency - Monarch Power in EU4, Imperator
Agent Mechanics - Council in CK2, Diplomats/Colonists in Eu4
"Realistic" Currencies - Gold, Stability, Manpower.
Some "currencies" tend to float between abstract and realistic, depending on your personal opinion, like prestige in CK, Diplomatic Influece in Vicky, etc..   Most importantly is that people are far more accepting of abstracted currencies and view them as realistic when they have ways to impact their gain, and they fit the flavor of the gam,.

I guess we can all agree that abstract currencies solves quite a few gamedesign problems, but they worked better in Eu4 than in Imperator.

What worked well with "abstract currencies" in Imperator
- Some decisions between short term and long term decisions.  I personally liked how you could promote, convert and assimilate pops manually, but it was insanely cost inefficient but quick, and the other option was the policies over time that was far slower, but far more cost efficient.

What did not work well?
- Most of the usage were instant, making the game feel less like a world, but more like a boardgame.
- Not enough major choices between what to spend your currencies on.  Some you use way too much, some you just stockpile for your next tradition.
- Gold to Power was a stupid design decision.


We are currently talking lots about this, but I am not happy with the current situation, and while I believe abstracted currencies makes for a better game-design, they need to become realistic currencies for a great design to become a great game.

thanks for listening to my rant.

Johan napisał(a):Hi everyone, lets continue talking about currencies and how to balance games, and Imperator in particular.

So the design we’ve been working on right now have been to remove the four types of monarch power from the game, and replace their costs with other impacts, and also introduce a new currency which we call Political Influence.

Political Influence is gained by how loyal your characters in your government is, so that if all 8 are 100% loyal, you gain a maximum amount, and if all are at 0% loyal, you gain nothing.  Then of course there are other aspects that impact how much influence you get.  If your Co-Ruler is disloyal, or you are in a deficit you will get far less.

This will make it not just an easy choice of who to pick for a government position, by just picking whoever had the highest ability in the relevant field, but you also have to consider how loyal there are, so you can do certain actions.

Now of course, not everything has been changed from using monarch power, but only a few actions will be changed to use political influence, but the rest will be using tyranny, stability, aggressive expansion, gold, manpower or war-exhaustion.

Some examples of price changes includes the following.
Getting an Invention will cost 4 months of income.
Enacting a Law costs some political influence, but also reduces stability by 25.
Fabricating a Claim costs some upfront Aggressive Expansion
Endorsing a Party is merely a small hit on stability and tyranny.
Military Traditions would work entirely differently, in that you would unlock a new slot every 20 years.  We talked about tying it to tech, but that would put us in the same situation as ideas were in EU4, that it would hurt barbarians way too much.  The 20 year value may change as we keep testing the game though.

Now while we have talked about some aspects being moved to being a nudge over time like stability and legitimacy, some aspects like promotion, assimilation and conversion of pops will still be instant as of now.  It simply is not feasible to rework that and still have a patch out in a reasonable timeframe.

Cheers everyone, and tomorrow I’ll go deep into more flavor and fun in a new development diary..

https://forum.paradoxplaza.com/forum/ind...s.1181717/

https://forum.paradoxplaza.com/forum/ind...n.1181893/
Dawno nie śledziłem DD. Wyszedł changelog do patcha 1.1
https://forum.paradoxplaza.com/forum/ind...9.1191244/

Moim zdaniem zmiany super, jest nadzieja, ze po kilku takich patach imperator bedzie naprawde spoko grą
(25.06.2019, 09:04)Marcin napisał(a): [ -> ]https://forum.paradoxplaza.com/forum/ind...9.1193696/

Oznacza to mniej więcej tyle, że jakieś 80 osób zagrało Rzymem, a 4 Caledonią.

Wow!

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