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 Заголовок сообщения: Europa Universalis IV
Сообщение #1  Добавлено: 11 авг 2012, 14:11 
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Paradox Development Studio объявило о разработке продолжения своего хита Europa Universalis. Релиз запланирован 13 августа 2013 года.
Основные нововведения:
Принимайте свои собственные решения: Строительство нации теперь более гибкое - выбирайте свою собственную форму правления, структуру общества, торговую политику и т.д. Бесконечное количество возможностей.
Используйте свою Монаршую Власть. Новая система власти где разброс выбора зависит напрямую от личности правителя. Если у вас Король-воин, то Вам следует вести войны.
История оживает. Великие люди прошлого всегда под рукой для того чтобы поддержать вас. Тысячи исторических событий проведут вас сквозь века с уникальным стилем в зависимости от страны которую вы выбрали. В арсенале тысячи исторических лидеров и более 4000 монархов.
Мир - ваша игровая площадка: Игрокам представят более 300 лет и новую стратегическую карту в полном 3D, которая будет поддерживать сезонные изменения. Играть можно будет за более чем 250 реально существовавших государств и стран.
Новая система торговли: Торговая система добавляет новое измерение в управление великими торговыми державами того времени. Захватывайте контроль за ключевыми портами для расширения торговли, поддерживайте ее великим флотом и все богатства мира потекут рекой к вам.
Дипломатические умения: Более глубокая дипломатическая система, с коалициями, угрозами, правами базирования флотов и расширенной поддержкой мятежников.
Мультиплеер - новая система поддерживает до 32 игроков, с возможностью быстрого подключения, улучшенный чат, новый глобальный сервер для поиска игр и поддержка для выделенных серверов.
Создавай свою собственную историю и настраивай игру по своему желанию - Europa Universalis IV позволит изменить или настроить все что угодно вашему сердцу. Также будет улучшена поддержка модов.

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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #2  Добавлено: 11 авг 2012, 14:21 
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Тысячи исторических ивентов? Интересно. В третьей же части их практически не было?

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Да возвеличится Россия! Да сгинут наши имена!
Ф. И. Тютчев


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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #3  Добавлено: 12 авг 2012, 14:15 
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В третьей части именно исторических событий немного, тут же может возникнуть другая проблема - что игра превратиться в поход по определенным событиям - типо интерактивный учебник для мажорных стран, а не в игру об альтернативной истории. То есть не переборщить тут надо с ними.


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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #4  Добавлено: 14 авг 2012, 13:29 
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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #5  Добавлено: 18 авг 2012, 14:24 
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http://www.gamespot.com/events/gamescom ... id=6391927

Йохан рассказывает об изменениях и показывает что уже сделано


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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #6  Добавлено: 20 авг 2012, 14:27 
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Заметка от AG.ru - http://www.ag.ru/news/20-08-2012/20774


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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #7  Добавлено: 23 авг 2012, 19:15 
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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #8  Добавлено: 23 авг 2012, 19:21 
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Сообщение #9  Добавлено: 08 сен 2012, 21:16 
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Hello everybody, and welcome to the first development diary for Europa Universalis IV. We've been working on this project for quite a long time, with the first design dicussions starting not long after Divine Wind was released. During last year we spent a lot of time working on the design concepts, and late in 2011, the core team was assembled, and actual development started.

Earlier this month, we announced the game at Gamescom, and showed a minor subset of the features for the game. Today we start a series of weekly development diaries where we'll go into detail about the game. Our goal is to release an entry each friday, with breaks for holidays.

The subject of todays diary is 'Why do Europa Universalis IV and what is our goal with the game?'.

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Why are we working on a sequel to Europa Universalis?

Well, first of all, the team we are all major fans of this series, with me personally being the core guy behind the original game, back in the late 90's, and the others being involved for quite a lot of time on it. We are a group who love playing Europa Universalis (EU), both in singleplayer and in multiplayer together, so you could definitely say it is the favorite series for the people working on Europa Universalis IV.

Originally EU1 started development in 1997, EU2 in 2001, EU3 started in 2005, so we were overdue a new take on the genre. During those years we've accumulated quite a lot of ideas, and discarded far more. We've come to understand what Europa Universalis is about for a lot of people, and what it means for ourselves.

One important thing though, is that while we had lots of cool and interesting ideas for EU, we simply couldn't just add them all in, as the game would become an unwieldly mass. EU has a complexity level we do not want to dramatically increase and while improving the interface can reduce it a fair bit, it is a very fine balance when it comes to designing a game.

So we took a step back and looked at what Europa Universalis was and what we wanted to do, and since its a new game, we had quite a large amount of flexibility. We could rewrite entire systems from scratch, and do some paradigm shifts. One such example is the complete removal of the old trade system with centers of trade, which was replaced with a new trade system with dynamic flow of trade. This flexibility has been a great benefit when it comes to designing the game.


So then, what is our goal with Europa Universalis IV?

In all our games we aim to have believable mechanics. When playing a Grand Strategy game it should be about immersion and suspension of disbelief. You should feel like you are playing a country in the time period. This is something all our EU games have managed to achieve, and it is very important that EU4 will have that same feeling.

The game should, as we mentioned earlier, not increase its complexity levels dramatically. We are happy with the level of complexity the Eu-series has, and want to keep it at this level.

One of the most important aspects of EU4 is to make an interface that is both easier to get into, and less hassle for an expert user. This a fine line to balance, and we are rather happy with the interfaces we have done so far for EU4.

We also want to make sure that players feel that this is a new game, that this is worth paying money for, and this comes from new mechanics and better interfaces. With detailed dev-diaries every week until release, we are rather confident that you'll all be excited about it when its finally ready.

So, now we've just talked about history and visions, I'll try to clarify a confusion about sandbox, historical events and plausibility. Europa Universalis have always been about historically plausible outcomes, as [url="http://forum.paradoxplaza.com/forum/showthread.php?260247-Development-Diary-16th-of-August-2006&p=5795425&viewfull=1#post5795425"]I mentioned over six years ago[/url] , and EU4 is no different in that regard. No determenism or full sandbox will ever be in the EU series. In EU3 we scrapped historical events and added lots and lots of system and mechanics to create more plausible gameplay. While we are continuing on that concept and keep making more plausible mechanics, we are in EU4 doing something new...

We'e adding in Dynamic Historical Events. We'll have more of those than we had historical in EU2, and together with a fair amount of other planned features, this is creating an even more immersive type of gameplay, where countries feel far more unique than they did in any previous game in the series. A 'dynamic historical event', or DHE for short, is an event that has some rather rigid triggers that they feel plausible to happen with, ie, no Spanish Bankruptcy just because its a certain date, but events that tie into mechanics rather heavily.

The example I want to talk about is War of the Roses for England. At any point of time, before 1500, if England lacks an heir, then the chain for War of the Roses can start, which creates a lot of interesting situations for the player, as well as giving unique historical immersion.

Next week we'll talk more about the map, so enjoy for now!


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Welcome to the first installment in our development diary series for Europa Universalis IV (EU4)! Last week's little prologue doesn't really count ;)

If the world of Europa Universalis IV is your playground, then the map is the sandbox – this is where you shape your plans and turn various traits associated with the territories into mighty empires. If you are familiar with Paradox Development Studio (PDS) games, then you already know that the map is almost everything. The map is where the magic happens. You know it, we know it.

Crusader Kings II (CK2) was a large step forward in terms of visuals for us, but in Europa Universalis IV, we hope to take it one step further and add a few bells and whistles,
because we really want the world to come alive for you. This means making the map more intuitive, more attractive and something you won't mind staring at for hours on end. The feeling and atmosphere created by the map is important and will not make your eyes bleed. We promise.

To understand where we are going, it's important to understand where we've been. In Europa Universalis III (EU3), we built the map with quite low resolution. We increased the resolution in the Divine Wind expansion, which helped a lot with how the map looked but the provinces still felt a little weird – the borders didn't look as natural as we wanted them.

At this point, we haven't yet come to the phase where the borders will be tweaked, but our ultimate goal is to make borders feel smooth and adapted to the real life terrain and historical borders.

We occasionally get comments from our players that our province borders are ahistorical – that they do not accurately reflect the composition of nations or their historical shape.
So I want to clarify that when we make the designs of the provinces But in the long run, historical shapes for provinces are not really relevant.

“What?” I hear you say? “Did I hear that right?”

Yes, and there are good reasons for it.

A game map has to communicate a lot of information quickly, so first of all you need to be sure you can fit all the necessary graphical elements into the province.

Second, you need to have a rather convex shape of a province. If you don?t do this, you'll end up with all sorts of unintuitive thoughts when it comes to where units should move and how quickly.

Third, you need to bear in mind the number of connections a province has to neighboring territories. The number of neighbors is a crucial factor in military matters, and for game balance purposes.

So, if we valued history over balance or ease of play, an historical province of Warmia would be small, serpentine and surrounded by a concave province. This presents a lot of problems for a province-based game as we mentioned earlier.

The number of provinces you have on a map is limited by the number that one person can reasonably handle. Since provincial development and movement happens in real time, you need to make it relatively easy for players to locate and take action in a given province. We've learned what an optimal amount of provinces is, and in EU4, we aim to have a small increase of about ten percent cimpared to EU3. There will be significant changes, primarily in Eastern Europe, Japan & India, but also in other places on the map.

Here is a quick look of a small version of the underlying map defining which province is which, as it looks right now, before the major province overhaul.

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Gameplay, of course, is only one reason to make a map. The play area should be pleasing to the eye so that it makes the world come alive and immerses you more deeply in the history. So in EU4, we have added back in the topology that we removed in the expansion Divine Wind and added trees to the map.
We also took the colored border system from Crusader Kings II (CK2) which makes playing on the terrain mapmode a more attractive option for many players.

As you may have noticed, we have changed map projection to the one we had in Victoria 2; a map that has been received positively by pretty much everyone in the community.
We are also making the map more of an interface tool for players, with cleared on-map interface windows, as you've seen in CK2.

We aim for a "believable world"-feeling on our maps. You will see the seasons changing. You will see when winter is coming and when it melts away to give room for a glorious summer. Mountains will rise and cast shadow over your provinces, you will see reflections in the water, ships with rippling sails and birds flying over the map.
The map will make information accessible and make it easier to get the big picture for when you build your empire.

But remember that eye-catching improvements are not just there to be pretty!
Many will show you very important things that affect how you play on the map. Your actions in Europa Universalis IV are affected by the season changes and the terrain and we want to make that visible for you.

Here is an example of the Nile Delta, with shadows, trees, and all other nice new things.
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 Заголовок сообщения: Re: Europa Universalis IV
Сообщение #10  Добавлено: 14 сен 2012, 17:55 
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Europa Universalis IV dev diary 2 –The purge & all cards on the table

Welcome to a new development diary about Europa Universalis IV where we talk about the purge the game is undergoing. So what is a purge when it comes to creating a sequel?

Purging is when we remove features that simply are not good enough, or not as fun and exciting as we had hoped them to be when we thought of them, or that we feel stand in the way of a completely new system. Plenty of features have been reworked from scratch, but today I want to focus on the features that we're taking out – not redesigning. There won't be any direct replacement for these ones.

So why, you wonder, are we spending the first development diaries for Europa Universalis IV (EU4) talking about our vision of the game, how the map is evolving and what features we have decided to remove?
Well, if there is one thing the development of previous games have taught us, is that you have to be straight with information and tell everyone the truth about issues that can be controversial for many of you that love this series.

Because, honestly, we weren’t clear enough about our thinking process during the Europa Universalis III (EU3) development, and the result was that some of you felt disappointed. Not because of the actual gameplay, but because some expected something else from the game compared to than what they received.

So now we want to lay our cards on the table, so that you know what to expect and what you can look forward to in Europa Universalis IV.
We know that you all have expectations and hopes for EU4. And we promise that we will try and make those hopes come true. But if your imagination and our vision collide because of different expectations, it's probably best we put that to rest now by telling you the big decisions we've already taken. Then you can get back to anticipating the great thing we are building instead of feeling let down because we didn't mention a major change.

What have we removed in EU4 compared to the prequel and why?
Here is a list of concepts that were present in EU3, features that will not be around in EU4.

Spies
we’ve removed the envoys called spies, and the entire system for sending them to do covert actions. We felt that the mechanic wasn?t enjoyable enough. First, it came down to 'click for random effect', and, second, it had a negative effect on the game balance. There was a reason why most multiplayer (MP) games had severe house-rules on the use of spies. However some of the old spy mechanics will live on in other parts of the game and we will explain this more in detail further along the development.

The daimyo & shogunate system
Sometimes you remove features because they are not good enough, and sometimes because you feel that they simply are not fun enough. This was the case with the daimyo & shogunate system introduced for Japan in Divine Wind. But aside from the lack of fun, this system was a chore to maintain since as it had special rules for it inserted in so many places in the code. To maintain this system took precious time from us in our development, time we honestly would have liked to free up to improve and enhance other aspects of the game. So for EU4 we have decided that this feature is not worth the time and effort to create and maintain it.

Trade features
You probably know this, because we have mentioned it in a lot of interviews around the announcement, but the trade system will be completely overhauled. This means that concepts like centers of trade, trade rights, trade leagues, trade agreements and open markets have been removed from the game. We'll devote a development diary later this autumn to the new trade system, where we'll go into deep detail about it, and what new mechanics it uses. Hopefully all your questions will be answered then!

Magistrates
We talked earlier about the removal of spies as an envoy, and they are not the only envoy that went the way of the dodo. A major problem with magistrates was that you sometimes needed far more than you had, and sometimes had your maximum of 5 but no real use for them, except spamming minor decisions. So magistrates have been removed entirely, as we have several new mechanics in the game that fulfill the same role of limiting expansion that magistrates did in Divine Wind.

Cultural Tradition
Cultural Tradition has also been removed from the game, as it was primarily a currency for advisor creation, but the advisor system has been changed rather drastically, so it had no purpose anymore.

Automatically getting cores
The concept of automatically getting cores after fifty years of ownership has also been removed. We have a new way of handling claims and cores, and we'll talk about how that works in later diaries.

Domestic policies
Aside from trade, this is probably the biggest change people will notice. One of the features that we added into Europa Universalis II (EU2), which was in both Hearts of Iron II (HoI2) and EU3 was the concept of domestic policy sliders. Those defined different abilities for countries, and let you change your country slowly over time. It was an approach that was fine for those games, but it had some drawbacks in that they did not give a proper unique description of your country, and also enforced specific settings for certain countries. We have designed new systems to replace the function of domestic policies; so we have removed domestic policies and administrative efficiencies from the game.

To kill our darlings
We need you to know that we removed these features because we want Europa Universalis IV to be as enjoyable as possible. We hope that the features we are adding or rethinking forthe game will give you a great gameplay experience. Trust us when we say that it is hard for us to kill our darlings and let features go altogether. We have all lived and breathed the Europa Universalis series for over a decade and we've invested time in creating the features we are now tossing aside. But sometimes you have to let go of features people have come to know and understand in order to make the overall game experience greater. No matter how hard it feels and no matter how your heart (or head) hurts.
Thus ends our three week focus on the controversial stuff. So please stay tuned for 50 more weeks of new cool features, as we talk about envoys the next week. ?


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Сообщение #11  Добавлено: 23 сен 2012, 15:29 
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Europa Universalis IV – Development Diary 3 – Your envoys are awaiting your orders!

Welcome to another development diary about Europa Universalis IV (EU4)! This time we're talking about the envoys you have at your disposal.

Throughout the Europa Universalis series, envoys have been resources you could spend to take certain actions in the game. “Envoy” is a word we actually use quite a lot internally, but probably not as much when describing the game to you all before. Still, you know what we mean. You would get a colonist and send him to make a colony. Get a missionary and send him to convert the heathen.

In Europa Universalis IV (EU4), prepare for the fact that the envoys and how they are used have undergone major changes. In Europa Universalis IV (EU4), envoys are not treated as resources and will, to a larger extent be persons at your disposal that take actions by your command. It's a subtle difference, but we'll clarify it shortly.
Envoys are still used to make alliances, create colonies or take spy actions, but it quite different ways.

First of all, as we mentioned in the last development diary, the spies and the magistrates has been cut with a sharp blade. You can read about the reasons here. (Link to previous devdiary)
We are absolutely keeping the diplomats, colonists, merchants and missionaries in EU4, however you will see that their behavior will change.

Monetary cost for envoys have been removed
In a move that may surprise some people, we have completely removed the monetary cost for the envoys. We've done this for a few reasons. .
First of all, removing the cost means that we can simulate the abilities of poorer or smaller countries being able to do things on the same scale as others. So a vast Portuguese colonial empire is more likely to happen. This was difficult to make possible in the old model - unless you gave country-specific price reductions or made the cost irrelevant for richer countries.

Secondly, removing the monetary cost removes the consistency issue that existed in Europa Universalis III (EU3) for newcomers to the games. Having some envoy actions (diplomacy, magistrates) cost nothing while the others required some cash could be confusing.

Finally, removing the monetary cost reduces the number of ways the AI has to screw up handling money. This means fewer potential ways for the player to exploit the AI and fewer drawbacks for the AI when it looks at its options. We hope this will make the game more challenging for you as a player.

Your number of envoys will be your limit
All of this adds up to the only limit on your envoy actions being the number of envoys you have at your disposal. Therefore you should not be limited by the amount of money you have. But it also means that if you have three diplomats, you can only have three diplomatic actions going at once. More on this shortly.

No connective between diplomats/colonists and leader recruitment
We have removed the connection between diplomats/colonists and the recruitment of leaders. It was never any actual restriction for the player and with the other changes it made sense to change it.

Envoys are now separate entities
The biggest change for you is the concept that envoys will no longer be a resource that accrues value that increases every month. All envoys are now entities that are assigned to a mission and sent on the mission, similar to how you give your court members tasks in Crusader Kings II. And, while the envoys are on their missions, they will not available to do anything else than the mission you have assigned to them. We feel that it will create more interesting strategic decisions for you as a player.

Because if you only have two diplomats, what will you do? Do you want both of your diplomats out on missions, or do you want to keep one at home?
Missions also take time to perform from start or end, so this naturally keeps your envoys occupied for a certain point of time, especially since their travel time is also taken into account.Envoys becomes less an object you need to spend and more active participants in your national policy.

The Diplomats
Some of the diplomats actions will still be instant, but quite a few will now be missions that the diplomats are assigned. Diplomats will also do some of the actions that spies did previously in EU3. We promise, we will go into detail on new aspects of the diplomats and their actions over several development diaries before the game releases, so stay with us!

The Missionaries
The missionaries will work as before, in that you give them a mission to convert a province to your chosen faith, and they have a chance every month to succeed. The only difference is that the amount of missionaries you will have at your disposal will limit the amount of activity you can do in parallel.
This hard limit on simultaneous conversions will make religious ideas a more important option for anyone that is interested in conquering a lot of people of another faith.

The Merchants & Colonists
The merchants and colonists will perform actions similar to EU3, but we'll go into detail regarding those later

So when you use envoys in Europa Universalis IV (EU4), it will be more about strategic choices of where to use them and when to use them, instead of simply putting them to work as soon as you can afford them. In our testing so far, this has proven to be a rather dramatic change, and one that is greatly appreciated by the players. So we really hope you will enjoy envoys!
This was all for now, next week we will talk about the budget and the new economy system.

Here's a screenshot showing some new stuff...


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Сообщение #12  Добавлено: 13 окт 2012, 13:33 
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[+] Дневник 5
Europa Universalis IV: Developer diary 5: The Return of the Kings

Welcome back to another development diary for Europa Universalis IV and today we delve into Rulers - your high and mighty leadership, their abilities (or lack thereof) and how to use the new monarch power we have introduced in EU4.

We will go in-depth about these new concepts as we discuss the monarch of your nation and his or her court. While we use the word monarch here, it ,of course, also represents rulers of other government forms, and naturally for all those republics not necessarily ruled by a single person.

Monarchs, Dynasties & Heirs
As you may have already have suspected, we are keeping the dynastic and heir system from the previous version of Europa Universalis intact , except for one interesting addition.
If you play a monarchy, once your heir reaches adulthood, you can turn him into a military leader. This was something that was common in the era, and we want to add that flavor into the game. This is risky of course, because you will need to make decisions on whether you dare to send a talented martial heir to the battlefield for conquest (or defeat) or if it is better to keep your heir safe at home.

Your Monarchs Abilities
Monarchs in the Europa Universalis series have always been represented by their three abilities, administration, diplomacy and military.

How it was in Europa Universalis III:
The abilities of the monarch were in the range from 3 to 9, with higher values representing a better monarch. For example Louis XIV de Bourbon of France was a 8/9/9 monarch, not to mention his good looks. The infirm, addled and confused Henry VI of England, however, was on the other end of the scale at 3/3/3. These ability scores were direct bonuses that were added to research, investment in stability, or diplomatic skill.

How it will be in Europa Universalis IV:
In Europa Universalis IV , we have removed the direct bonuses from monarch abilities, which is fine because we've redone the technology and stability advancement as well. We have also changed the range to be from 0 to 6, in the same range as the abilities of the military leaders.

Your Monarchs Power
In the place of direct bonuses, we have introduced the concept of monarch power for a country. There are still the same three types of power, each corresponding directly to your monarchs’ ability in administration, diplomacy and military, but each month these abilities are added to a pool for each power. So if your monarch has an administrative skill of 4, you will see your administrative power pool increase by 4 each month. You can store up to 999 power at a time. These values are shown prominently in the game user interface at the blue bar on the upper left with a scroll for administration, a dove for diplomacy, and two crossed sabres for military.

Why the concept of power?
Designing a strategy game is about implementing limitations on the players, because the choice of how you will spend your limited resources is what strategy is all about. With the introduction of power, we have managed to create a system which gives a really interesting balance that works both short-term and long-term inside a game. In short, our new system is one where monarch ability places restrictions on the player according to the ability of the monarch. This system removes the rich getting richer syndrome (or the “snowball effect” as some people call it) where power begets power. It also works out splendidly in a rich historical game, because depending on the leader and his/her abilities and traits it creates ebbs and flow, and sometimes even causes stagnation for countries. That prevents the gameplay from going static, because you really need to be aware and change your tactics to gain as much as possible from the strengths and weaknesses of your ruler. It is one of the most fun systems I've designed in my career in games, and it works really nicely to catch the atmosphere and still create a challenging environment.

We do feel that the person of the monarch was in many aspects the key to the period for Europa Universalis IV, such as Fredrick the Great, Queen Elizabeth of England or Louis XIV of France. So even if the game's main focus is empire building and for the player to explore, trade and colonize, those rulers did change the destiny of countries. A weak military ruler with a strong administrative skill should lead to a nation where you need to rethink your course of action since you will not be accumulating military monarch points as quickly as you will administrative points.

What do you use your monarchs power for?
The monarch abilities are now converted into points that you use for actions. First of all, there are large costs like capital movement, technology advancements & idea selection. Second, we have smaller costs like core creation, stability increases & inflation reduction, and finally we have tiny costs like assaulting or constructing buildings. There is also an upkeep cost for having military leaders and diplomatic deals.
Now we haven't listed all things the various powers are used for, and the costs of actions and assets are changing constantly as we play internal games at the office. But, to give you a few examples to help explain the system, having a general currently costs one military power each month, while building a building costs about five power, and advancing a technology costs about 400 power (without any other modifiers on it.)

Your Advisors.
In connection to this we've also changed how advisors work. Instead of having lots of advisor categories that all have different functionality, your advisors now affect one of the three monarch stats. If you can recruit a really good administrative advisor, you can either compensate that weakness in your current monarch or reinforce that strength to take advantage of that talent while you can. In our database we have lots of historical advisors that you can recruit, but also some new generated ones.
There are three slots for advisors as before, but now each slot is directly tied to specific monarch ability. You can only have one advisor for each ability. The skill of an advisor is now in the range from 1 to 3, and each skill point gives one extra power of the corresponding type each month.

In Europa Universalis III, after a few expansions, there was an enormous amount of types of advisors. And that made it hard to choose for the players and a lot of the advisors were, quite frankly, not really useful at all. So in Europa Universalis IV, we've narrowed it down to five different types per ability, giving actual choice to the player.

Each type of advisor has a bonus, for example the trade advisor makes your merchants more efficient, but the skill no longer affects the power of bonus, giving you further choices between quality of advisor and the bonus you may need.
A final change when it comes to advisors is that they are far more expensive now. These people know to charge for their talents. So you will not always be able to afford a full set, especially if you aren?t a rich country. This again adds to decision making and strategy: What is important for you right now?

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[+] Дневник 6
Europa Universalis IV – Development Diary 6 – Do you have any idea about it?

Welcome to another developer diary for EU4. This time its about country customization - our efforts to make each country truly unique.

We added National Ideas as a feature to the series in EU3. It was a great concept, because of how it added visible differentiation to countries, and we were really happy with the results. In EU4, we have revitalized the idea system to more properly represent the differences between countries. Our new design for ideas is something that should be satisfactory to the historical crowd and to those who prefer more of an open-ended game.

Idea Groups
Instead of choosing national ideas when various techs are gained, you now have slots for idea groups. Idea groups consist of seven ideas and have a bonus for getting all of the ideas in a group. Picking ideas within a group has to be done sequentially – you can't leapfrog from an early idea in a group to a later one, but you can choose from any available group at any time. You are not forced to buy all ideas in one group before getting ideas from another group.

You have eight possible slots for ideagroups, which is given from various technlogy levels. What makes the game more interesting though, is that when you have selected an ideagroup, you are basically stuck with it. You have chosen the path for your nation. Investing into a full idea group takes quite a while, and can cost several decades worth of power.

There are sixteen possible idea groups you can choose from in EU4, each with seven different ideas in them, and a bonus. They are Plutocracy, Aristocracy, Innovativeness, Religion, Espionage, Diplomatic, Offensive, Defensive, Trade, Economic, Exploration, Naval, Quality, Quantity, Expansion & Administrative. Remember – you can only have a maximum of eight of these, so half of the idea groups will never come into play for your country. You veteran players may notice how many of these idea groups parallel the tracks that used to be domestic policy sliders.

Each of these idea groups use one specific monarch power for buying ideas., To increase in offensive ideas you will be using military power and exploration uses diplomatic power, for example.

National ideas
Every country also has something we call National Ideas, with the most important countries having a set of unique national ideas. Major countries including the Mamelukes and England have seven unique ideas granting them specific abilities. These ideas are not something you spend power on to buy, but, instead, you gain one of these ideas for free for every third idea you buy normally from an idea group.

Every nation also starts with a national tradition: two abilities which define the history and heritage of the country. As we see here, Sweden starts with 5% better infantry and 25% cheaper mercenaries. Countries also have what we call “national ambition”, which is a bonus given when you have gained all seven of your national ideas. This bonus is also unique for each country.

Interface
To make the game more comprehensible and transparent, ideas are represented by icons that correspond to their effects.
Every time this effect is active or needed for display purposes (like in describing country modifiers or religious bonuses) you will see this icon. That way you can tell at a glance the impact your ideas are having on your national evolution.


Next week, we'll be back to talk more about .. lets see… something on the isles..

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7) And did those feet in ancient time....
8) With God on Your Side
9) It's a rich man's world...
10) It all belongs to Mother Russia...
11) The Cost Reward for Technology
12) Dominium Maris Baltici
13) FREEEDOM!
14) Nobody expects the...
15) Et tu Brute
16) Vive la France!
17) Honey dont you want to talk about it
18) Sail away with me!
19) War has never been so much fun...
20) A Tale of Two Cities
21) Leaders/Mercenaries
22) A.E.I.O.U
23)Tell me sweet little lies...
24) The Heir of Rome


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Ого! Теперь отряды и корабли плавно перемещаются по карте! Давно пора!


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да не, там армия что в Арагоне шла, чего-то не перемещалась плавно, а топталась на месте

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Europa Universalis IV: Developer diary 25 - Anna Karenina




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Europa Universalis IV: Developer diary 26 - A smoke and a pancake?


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Кстати, про локализацию что-нибудь слышно?

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Europa Universalis IV: Developer diary 27 - An offer you can't refuse


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Europa Universalis IV: A Call to Arms to Strategy Gamers of the World
Recruit Friends & Receive Glory & In-Game Rewards!


Paradox Interactive and Paradox Development Studio are preparing to once again provide the global conquest gamers have hungrily desired with their upcoming empire-building game, Europa Universalis IV. Now, everyone at Paradox is sending out a Call to Arms to all our greatest fans, and asking for your help to win the world’s hearts and minds for the Europa Universalis army in an epic community-building campaign. Starting today, all you Europa Universalis fans all over the world can recruit your friends and receive exclusive rewards.

Sign up at the Europa Universalis IV: Call to Arms webpage here:
http://signup.europauniversalis4.com/

Hear the Call to Arms from the Europa Universalis IV developers firsthand:



The Call to Arms Rewards for loyal fans include bonus in-game DLC, a Developers Strategy Guide, Compendium Universalis, the e-books The Art of War and The Prince, and a copy of Europa Universalis III Chronicles. The “World Conqueror” rewards for the most loyal fans include exclusive beta access to Europa Universalis IV, a mention in the game credits, and a trip to Stockholm to play multiplayer with the developers.

Join a worldwide community of over half a million players: the Call to Arms site allows players to recruit their friends, sign up for news and updates, and receive special rewards for Europa Universalis IV.

“Over the years, you have all helped us build one of the most dedicated game communities available. We wouldn’t have come this far if not for the loyalty of our strategy fans everywhere, and we want you to know that,” said Thomas Johansson, project lead for Europa Universalis IV at Paradox Development Studio.

“As we prepare to launch our empire-building game Europa Universalis IV, we want to bring even more strategy fans into our community. We want you all to experience the drama that only the grand stage of history can provide. So if you want to support Europa Universalis IV, please spread the word and invite your friends – if you believe that they long to conquer the world. Strategy Gamers of the World – this is our Call to Arms.”

Following on the success of the critically acclaimed Crusader Kings II, Paradox Development Studio is ready to take you to worlds both old and new – each yours for the taking.


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Europa Universalis IV: Developer diary 28 - A Kinderegg! Three in one!


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Europa Universalis IV: Developer diary 29 - For the Horde!


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http://signup.europauniversalis4.com/r/a9672d25f71 - реферал базилиуса
http://signup.europauniversalis4.com/r/1c4e0dc1d72 - мой реферал
http://signup.europauniversalis4.com/r/6b3099231a4 - верца


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kamen писал(а):
http://signup.europauniversalis4.com/r/a9672d25f71 - реферал базилиуса
http://signup.europauniversalis4.com/r/1c4e0dc1d72 - мой реферал
http://signup.europauniversalis4.com/r/6b3099231a4 - верца


Набрал уже кто-нибудь 10 человек?)

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