Gönderen Konu: Magna Mundi Yapımcı Günlükleri  (Okunma sayısı 22343 defa)

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Çevrimdışı Velandor

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« Yanıtla #40 : 26 Kasım 2010, 13:01:44 »
WE'da etki etseydi keşke, çok daha dikkatli olurdu oyuncu WE konusunda.
"Mat şaşırmamıştı. Büyük olasılıkla, Işık'ın ilk insanı yaptığı ve o insanın ilk kuralı belirlediği gün, bir başkası da o kuralı ihlal etmenin yolunu bulmuştu. Elayne gibi insanlar kendi işlerine gelen kurallar icat ediyordu. Mat gibi insanlar da, aptal kurallara uymamanın bir yolunu buluyordu."
Towers of Midnight, Wheel of Time 13

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« Yanıtla #42 : 13 Ocak 2011, 20:39:44 »
Biri bunu da çevirse iyi olurdu.


Çevrimdışı Ahilex

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« Yanıtla #44 : 21 Ocak 2011, 20:35:01 »
Annibal nerdesin :D
don't be another brick in the wall

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« Yanıtla #45 : 13 Şubat 2011, 16:16:40 »
Yarım yamalak oldu kusura bakmayın.Vaktim olunca tamamlarım.


Magna Mundi Yapımcı Günlükleri - Makale 4


GÜÇ SIRALAMASI: DİPLOMASİNİN SOYUTLUĞU





KONSEPT

  Güç Sıralaması oyun dünyası içinde, bir ülkenin Soft Power(başarılı sosyal bütünlüğü ve kültürüyle sahip oldunan güce tekabül eder.) ve Hard Power(bir ülkenin sahip olduğu ekonomik gücüyle ve elinde tuttuğu askeri büyüklükle dünya üstündeki diğer ülkeleri etkileyebileceği gücüne denir.) üzerinden  değerlendirme sağlayacak yeni bir temel oyun unsurudur.Bu özellik , ülkenin performans ve etkisinin görülebildiği yerlerde kullanılabilir.
  Aynı zamanda oyun için bir amaç nihai hissi verir. En iyi olan şey: oyunun başında 95. sıradı olan bir ülkeyi finalde 21. sıraya yükseltmek, ya da 14 sırada olan bir ülkeyi 1. sıraya yükseltmek? Buna sadece oyuncu karar verebilirdi.Fakat şimdi oyuncunun performasını ölçmek için başka bir yolu var.
  Ayrıca oyuncu uygun bir casusluk yapmışsa, başka bir milletin güç düzeyinin net sıralamasını bir bakışta gözden geçirebilir.

 Last but not least(sonuncu ama demek degildir ki en kotusu" anlaminda bir kaliptir) , Güç Sıralaması , yapay zekanın hareketlerini etkıleyen çok onemlı bir unsur sağlar.







MEKANİK


Tanımlayıcılar:Geniş bir dizinin farklı değişkenleri, bunun gibi kapsamlı bir sıralama oluşturmak için gös önüne alınmalıdır.Ülke tanımları ''Minor Holding, Small Country, Medium Power, Major Power, and Great Power'' şeklinde kaliteli bir şekilde tanımlanacaktır.

Rated Areas:Ülkenin birçok bölgesi farklı unsurlar kulanılarak değerlendiriliyor.Her bölgenin kısmi toplamı bir ülkenin güç sıralamasında nerede olduğunu belirliyor.

Ekonomi Değerlendirmesi:

Sahip olunan her ticaret merkezi
yerleştirilmiş her tüccar
Her tekel
Her farklı ticaret merkezindekı varlık
Ticaret verimliliğinde il 10da olmak (*)
Üretim verimliliğinde ilk 10 da olmak (*)
Hasinedeki her 1000 altın
Her 50 altınlık yıllık gelir
Each Inflation %


Askeri Değerlendirme:

Her 1,000 insan gücü
Her 20,000 piyade
Each 10,000 Süvari
Each 10,000 topçu
Disiplin (*)
Each +27 General (!)
Each Light Ship
Each Big Ship
Each +27 Admiral (!)
Biggest Army in the World (%)
Biggest Navy in the World (#)
Top 10 biggest Army ($)
Top 10 biggest Navy ($)
Each 5 points War Exhaustion


(*) – Dissiplin % piyadeisüvari ve topçu puanını çarpar.
(!) – Komutanın kalitesi ile ilgili tüm istatistiklerin toplamı düşünülmelidir
(%) – Sayılar eklenir ve sonrasında disiplin ile çarpılır.
(#) – Büyük ve küçük gemilerim basit toplamı.



Sosyal Değerlendirme:

Her farklı kültür
Her farklı din
Her stability puanı
Her 10% Prestij
Yerleştirme şansında ilk 10 da olmak
Rekabet şansında ilk 10 da olmak
Her 3 yıldıslı danışman
Her yönetim verimliliği seviyesi
Kutsal Roma İmparatoru olmak
Papalılığı kontrol etmek
Kutsal Roma elektörü olmak
EKontrol edilen her kardinal
Her 5 küresel isyan riski puanı


Toprak Varlığı:

Sahip olunan her vilayet
Core olan her vilayet
Sahip olunan her koloni
Each non-colony Base Tax > 5
Each non-colony Base Tax > 7 (!)
Each non-colony Base Tax > 9 (!)
EHer Altın / Gümüş / Mücevher madeni
Her ulusal bina
Roma'ya sahip olmak
Mekke'ye sahip olmak
Kudüs'e sahip olmak
Trakya'ya sahip olmak
Allahabad'a sahip olmak


Puanlamanın Belirlenmesi: Bir ülkenin mevcut güç sıralaması belirlemek için,toplam skorlara göre belirli bir sıralama oluşturulması gerekir.Ondan sonra;

- The top 15% of scores are classified as Major Powers
- The next 35% of scores are classified as Medium Powers
- The next 30% of scores are classified as Small Countries
- The final 20% of scores are classified as Minor Holdings

En büyük 7 ülke ülke Major Power yerine Great Power olarak sınıflandırılır.








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« Yanıtla #46 : 14 Şubat 2011, 20:59:31 »
Çeviri için teşekürler.

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« Yanıtla #47 : 14 Şubat 2011, 21:02:41 »
Bende okudum ama teşekkür etmeyi unutmuşum.
Çeviri için teşekkürler...
don't be another brick in the wall

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« Yanıtla #48 : 18 Şubat 2011, 18:59:08 »
Son iki bölüm oldukça dikkat çekici...  :smoking:
Xfire:Kodazot
Steam:Kodazot
Legend Of Kodazot
I come in revenge

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« Yanıtla #49 : 18 Şubat 2011, 19:05:02 »
Çeviri için teşekkürler dys functional.
Eu4 için Antik dönemde geçen mod yapımında bana yardım etmek isteyen mesaj atsın.

Steam'den beni ekleyip yanıt alamamış ya da eklemek isteyen üyeler bana PM atarak Steam ismini yazarsa sevinirim.

[Mod] Eşit Alan Projeksiyonu - [Mod] Eski Dünya Müziği - Tarihi ve Coğrafi Harita Siteleri

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« Yanıtla #50 : 16 Nisan 2011, 19:05:10 »
Yeni makale: http://forum.paradoxplaza.com/forum/showthread.php?532118-Magna-Mundi-Developer-s-Diary-13-Corruption&p=12292100#post12292100


CORRUPTION


INTRODUCTION

Corruption is a gameplay element that will tempt the player to pick certain major bonuses during the game while placing a penalty on several elements of gameplay as those bonuses are picked. It will provide a new angle of gameplay, where the players may choose to pick a very significant bonus (a bit like a cheat list) while risking to turn country management harder later on. This dilemma will add to the internal management challenges that will turn the game richer. Strictly in terms of design, Corruption will be for government what Inflation is for economy.


 



GAME MECHANICS


Corruption is a modifier that will slowly grow over time. The leader Acumen stat will diminish, stop or even reverse this growth. Corruption will have the effect of making country management at all levels more difficult. This is achieved by reducing the administrative capability of the country and the progressive reduction of available agents, for instance


Corruption Representation

Corruption will be represented in the interface by a non numbered scale. Each point of Influence will increase linearly the modifiers defined in the corruption entry in static modifiers.


 


Fighting Corruption

Still in the interface, there will be two buttons in front of the qualifier.
The first one is Fight Corruption. The Fight Corruption button can only be pressed if the country is at >+1 stability and as an immediate consequence it makes stability drop 2 levels. Another consequence is a new distribution of power by the factions, with corresponding changes in their alignment. Finally, a “Fighting Corruption” global effect should be applied to the country as well as the fight corruption event pool.


Increasing Corruption

The second button pertaining corruption in the interface is the “Corrupt!” button. When pressing this button, a dropdown list will be shown with different effects that can be achieved by increasing an unknown amount of corruption. This amount has a fixed and a random part added. The probability is linear. Effects should be defined in their own script file and include:

•   Stability raise
•   Immediate gold
•   More power and better relations with Faction X (player choice)
•   Increase immediately agents
•   Better relations with all Factions
•   Appoint low level advisors of player's choice
•   War Exhaustion decrease
•   etc...



 
Eu4 için Antik dönemde geçen mod yapımında bana yardım etmek isteyen mesaj atsın.

Steam'den beni ekleyip yanıt alamamış ya da eklemek isteyen üyeler bana PM atarak Steam ismini yazarsa sevinirim.

[Mod] Eşit Alan Projeksiyonu - [Mod] Eski Dünya Müziği - Tarihi ve Coğrafi Harita Siteleri

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« Yanıtla #51 : 12 Haziran 2011, 14:45:44 »
Yeni Makale  : Kara Savaşları 1
http://forum.paradoxplaza.com/forum/content.php?571-Magna-Mundi-Developer-s-Diary-17-Land-Combat-%281-of-3%29&s=533f02b68304eea94a49d7f6d9ba37b4



LAND COMBAT – TROOP TYPES & COMMANDERS

My idea for Magna Mundi is to present an original and captivating warfare model that requires the adequate amount of interaction from the player in order to be included in a grand strategy game. All the systems must be depicted with a healthy dose of abstraction. Each of those systems should then paint in the player’s mind a vivid picture and the intertwining of all the systems should then create a tapestry that will allow the world to come to life.


TROOP TYPES

One of the most important elements of any warfare model in a game is the amount of granularity concerning the types of troops present. Add too many and their relevance will depend on how deep you want to delve into the micromanagement nightmare, consider too few and all looks bland and uninteresting. In the end, I opted to include 8 troop types that broadly define all the areas covered in the period:

Light Infantry: Infantry lightly equipped that gets a bonus on the scouting and skirmish phase of battles and a penalty in the decisive phase. It is influenced by the maneuver rating of the General. Enjoys a bonus to attrition and suffers a penalty for losses in Decisive phase of combat.

Heavy Infantry: Standard Infantry adequately protected and trained in formation fighting to face melee combat. It gets a bonus in the decisive phase of combat. It is influenced by the Shock Rating of the General.

Light Cavalry: Cavalry lightly equipped that gets a bonus on the scouting and skirmish phase of battles and a penalty in the decisive phase. It is influenced by the maneuver rating of the General. Enjoys a bonus to attrition and suffers a penalty for losses in Decisive phase of combat.

Heavy Cavalry: Cavalry heavily protected to face melee combat. It gets a bonus in the decisive phase of combat. It is influenced by the Shock Rating of the General. Suffers a penalty to Attrition and losses are increased both in Scouting and Skirmish phases. It enjoys a bonus on the decisive phase as well as a reduction of casualties there. Even with the penalties on scouting phase it counts as cavalry in regards to influence over who gets the Scouting Advantage. Needless to say, as cavalry it counts to calculate the Cavalry Advantage. The Decisive Phase bonuses are all cancelled if the enemy army faced fields commonly firearms (Land Knowledge 15 and above).

Archers: Available only while the country does not field commonly firearms (Land Knowledge up to 14) they have a specific sub phase in Decisive phase assigned to them (to simulate ranged firing). This phase will be present to all non cavalry/non militia troops once the country has common knowledge of firearms. It’s performance is influenced by the Fire Rating of the General. Archers enjoy the same bonuses and suffer the same penalties as light infantry.

Artillery: It is influenced by the Fire rating of the General. Battle losses increased in Scouting and Skirmish phases. When an army retreats, it immediately loses a significant part of its remaining artillery. Artillery It’s only use is in Decisive phase and during provincial warfare (the actual occupation of a province). In both instances, especially the former, its effect is notable as long as it is covered by other troop types.

Militia/Feudal Troops: Up until Land Knowledge 15, Militia represent Feudal troops. From then on, it loses the Feudal Status and is considered Militia. Up to level 15 its VERY CHEAP and low quality. From then on, it’s cheap and low quality. Militia is raised VERY FAST. Militia will give a significant morale and discipline penalty to the army, weighted by number of regiments.

Mercenaries: Mercenaries are hired soldiers that will reinforce at half the rate of all other troop types. Mercenaries will give a morale penalty to the army , weighted by number of regiments. They are recruited immediately and appear with full morale. Upon recruiting they inflict a penalty in reputation to the country. Battle losses are decreased in all phases. They have a bonus of to discipline. There’s an yearly chance per regiment that they leave the present master.



COMMANDERS

Commanders, as the main actors of the action, provide a nice side element of role playing in a strategy game. They help the player to feel immersed in the reality portrayed, they spice up the abstraction necessary to enjoy a game of this type... most of all, they provide a level of empathy with the player: after all, that is the closest equal the player will find in the game, even if defined by a couple of bytes.
We attempt to bring these elements to the front by defining the commanders with a set of numerical attributes to clearly delineate them in the player’s plan, another set of hidden attributes to add an element of mystery and unknown, a set of personality traits to flesh them out with emotions and finally we give them the power to decide in some particular instances based on the previous three elements mixed together.


Commander’s Pool: A country can only have a number of generals + admirals equal to the rating of the ruler plus one free General and one free Admiral plus the ruler as a General. When a ruler steps down and one less skilled takes his place, the cadre of commanders can be kept the same but none can be recruited. Commanders cannot be fired but they can be removed randomly using Corruption.
Rating Parameters: All Commanders will be given in a rating between 1 and 9. The Stats defining the Commanders are: Strategic, Manoeuvre, Fire and Shock.

Potential Stats: All Commanders have potential stats. These remain hidden for the whole game and represent the maximum level attainable by such Commander in each stat. They increase both in peace as well as in battles. While actively engaged in battle they can increase much faster.



CALCULATING STATS

1. Roll D6 for the Stats Generation Roll:

• +1 per 10 points of land tradition
• +1 per each Land Country Tradition
• +1 per each Land policy level
• -1 per each Naval policy level
• +X per province building bonus

2. Subtract D10 from the result above. This is the Final Index (FI)
3. Roll for all Final Potential Stats on the following table:



Each single point of stat modifier (like leader_fire = x) should increase by 1 the FI scale for the roll pertaining the relevant stat.

4. To find Current Stats (as opposed to the “potential” which have been determined above) a D3 roll is made. In a roll of 1 or 2 the current stat drops one and roll again. If the roll is 3, the current value is the “current” value. That shall be done individually per stat and the player will never know when a Commander has reached the potential Stat.

5. To determine Commander monthly cost and who commands a battle when more than a army is present, roll for Commander Rank:

1 – Captain
2 – Colonel
3 – Brigadier
4 – General
5 – Field Marshal
6 – High Constable

The algorithm to determine rank is done in such a way that lower ranks have a higher probability to be selected than higher ranks.

6. To add flavour to each Commander special traits are determined. A first roll is made to determine how many traits the Commander has:

50% - 0 Traits
30% - 1 Trait
15% - 2 Traits
5% - 3 Traits


List of traits and effects (chance is the same for all traits, pairs are mutually exclusive):

Master Tracker – Adds 20% to the travelling speed of his army
Poor Tracker – Subtracts 20% to the travelling speed of his army

Charismatic – 30% to morale in combat to his commanded army
Dull - -30% to morale in combat to his army

Lucky – Better rolls in all combat rounds for his own army
Unlucky – Worse rolls in all combat rounds for his own army

Sharpshooter - +10% to Skirmish Phase to all armies commanded
Lousy Shooter - -10% to Skirmish Phase to all armies commanded

Courageous – Tries Decisive Combat like a High Shock General. Gives 10% to Decisive Combat for all armies commanded
Coward – Avoids melees like a Low Shock General. Gives -10% penalty to Decisive Combat for all armies commanded

Aggressive – Will give and take 10% more casualties. Reinforces as a High Strategic General.
Cautious – Will give and take 10% less casualties. Reinforces as a Low Strategic General.

Forager – His army forages like he is a High Strategic General
Artless – His army forages like he is a Low Strategic General

Cunning - +5% Army Discipline to all armies commanded
Naive - -5% Army Discipline to all armies commanded

Organizer - +5% morale recovered per month for his commanded armed
Careless - -5% morale recovered per month for his commanded armed

Patriotic – Costs half monthly
Corrupt – Costs double monthly

To illustrate here how Lisbon has better instruction to recruit better Admirals, you can see an anchor in the interface. The number of icons increases with the quality of the infrastructure in the province:




Land Warfare Authors:


Carlos Gustavo - Design
Carlos Serna - Engine Code

Çevrimdışı kyrafionn

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« Yanıtla #52 : 12 Haziran 2011, 15:05:49 »
Mükemmel olacak bu oyun. Bütün paradox oyunlarının iyi özelliklerini alıyor, üstüne de yenilerini ekliyor!
-İnançsızlık-

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« Yanıtla #53 : 12 Haziran 2011, 16:31:14 »
Mükemmel olacak bu oyun. Bütün paradox oyunlarının iyi özelliklerini alıyor, üstüne de yenilerini ekliyor!
Aynen katılıyorum.

Oyun ne zaman çıkacak?
2011'de çıkıyormuş. Ay olarak kesin bir tarih verilmedi mi?
« Son Düzenleme: 12 Haziran 2011, 16:33:35 Gönderen: R.P McMurphy »
You heard about the Chinese Godfather? He made them an offer they couldn't understand.
-Uncle Junior

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« Yanıtla #54 : 12 Haziran 2011, 16:43:06 »
Release Date
Q1 2012

Sitesinde 2012 nin 1. çeyreği yazıyor.
Çevrenizden 3-5 kız bulun da getirin şu foruma

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« Yanıtla #55 : 12 Haziran 2011, 18:14:07 »
Bizim forumda da oyunların çıkış tarihi var. Tıkla.

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Tribes – Governments, Provinces, and More

Tribes – this is old news. After all, tribal governments have been in MM as long as MM itself has been around. Not only that, tribal provinces have been in since MMP2, which was released 2 years ago.
Does that mean there's nothing new in store? In fact, tribal stuff in Magna Mundi the Game has some new, shiny additions to offer!


But what does being “tribal” mean anyway?

Before I move on to the new features, though, let me begin with the definition of “tribal” as it was used in the game. “Tribal” is a rather convenient word because it implies a degree of primitiveness without any additional word to it. While both tribal governments and provinces may appear “primitive” when compared with non-tribal counterparts as far as their impact on administration is concerned, the word does not by itself quiet explain the actual impact.
In the game, I applied the definition of a “tribal” polity as one characterized by political units often strengthened by lineage, while lacking in an overarching political authority that has power over all of them.


Tribal Governments

There are three tribal government types in the game:

Fragmented Tribes – this government represents a group of tribes without a strong overarching authority among themselves. The Jurchen, Shan, Mossi, and Aymara have this government type in 1453. There are many penalties associated with this government, such as on Administrative Efficiency, manpower, and war-making capabilities.

Tribal Federation – in comparison to Fragmented Tribes, Tribal Federation is better consolidated as a polity. It has much less or reduced penalties on the aforementioned items. While many tags, like the Mongols, Oirats and Adal, start out as Tribal Federation in 1453, to attain this government form from Fragmented Tribes requires subjugating tribes within your realm. This government, however, may revert back to Fragmented Tribes if too many provinces become "independent" (you'll see what I mean soon enough).

Monarchical Oligarchy – this is a semi-tribal government, so to speak. At this stage of government, centralization of power is taking place without perpetual need to resort to the use of force to enforce its authority. Its Administrative Efficiency is much better than the two other tribal governments and this government form is much less susceptible to negative events such as the dreaded Tribal Succession Crisis. Not unlike Tribal Federation, advancing into Monarchical Oligarchy from Tribal Federation requires some cohesion-keeping measures, some of which require enacting unique national decisions.


As a little bonus, I decided to show the global distribution of tribal governments:




Red – Fragmented Tribes; Orange – Tribal Federation; Yellow – Monarchical Oligarchy


Tribal Provinces

Tribal provinces belong to one of the following control statuses at a given time:

Independent Tribes – as the name suggests, this represents a province in which the major tribes enjoy independence. That doesn't mean you get absolutely no money or can't station or raise troops there, but you get much less tax income and manpower from this type of province.

Subjugated Tribes – after a successful provincial campaign, which can be done through a province directive, a province with Independent Tribes status gets this status. Tax and manpower penalties are reduced, and you may increase core level.

Subject Tribes – if Subjugated Tribes status is maintained for some time, the province will switch its control status to Subject Tribes. You also have access to a higher core level.

Temporary Alliance – an alternative approach to tribal province is to make alliance. While tax and manpower reduction remain high compared to Subjugated or Subject Tribes control status, this status may come in handy should you need extra men immediately in times of war. One drawback is that the alliance is only temporary; the tribes made an alliance with the current ruler, and there is no guarantee that they will maintain the alliance once he/she passes away.

Permanent Alliance – if you manage to maintain alliance with a tribal province for several rulers, a Permanent Alliance can be formed. Once established, this alliance will continue to exist unless you reveal yourself to be a weak ruling family.

Familial Provinces – even more effective an option is to make your bloodline to lead another tribe. This can be done if the province in question is Subject Tribes, but it will not last forever. After the family member dies, the province control status will change to Permanent Alliance.


What differentiates a good ruler from a bad ruler?

So you might be wondering at this point: what makes you a “weak ruling family?” In addition to government form and tribal provinces, there are two more things to take care of:

Tribal Authority – think of it as your ruler's evaluation sheet. In a nutshell, the more your ruler conquers, boosts the glory of his/her tribes, the higher the authority will be; the more your ruler loses land, loses face, the lower the authority will be (and ruler death will lower Tribal Authority quite a bit). Tribal Authority affects Administrative Efficiency, morale, tax income, stability cost, etc., so there will be reward for acting like Genghis Khan!

Tribal Relation – this value represents the province owner's relation with the major tribes of that province. Lower relation causes increased revolt risk and precludes the possibility of executing several options such as proposing alliance.

All of the aforementioned information can be accessed in a panel specifically designed for tribal governments. Also note there is a space for national decisions unique to tribal governments:



...And not all tribal states have to see a nomadic-looking interface!


Nomads

Lastly, a few words on nomads. Yes, they are still in! And they still launch sporadic raids, but they will not be as destructive as they used to be in the mod. Instead, a more devastating raid can be launched via the tribal interface (note the “Plan Raid” button). It can't be launched if, for example, province control status is Independent Tribes, so there are some conditions that need to be met.

Nomadic socioeconomic modifiers (Semi-nomadism and Horse Nomads) will also continue to exist, and there are events that may pop up when a country with either of these modifiers conquers a non-nomadic province.

I should also add that classification of nomadic province became more diverse, and “conversion” into agricultural, settled province will be much more contextual than was the case in the mod.
There are now 4 levels of nomadic province – Majority Sedentary Lifestyle, Limited Sedentary Lifestyle, Semi-agricultural Nomadism, and Pastoral Nomadism – and only the last two are classified as nomadic provinces. The first two levels are treated as regular provinces, and the rest are treated as nomadic provinces, which may receive an event telling the province owner that nomads inside the province is raiding the countryside. There will, of course, be ways to deal with these nomads.


Playing as a tribal power in Magna Mundi

Overall, playing as a tribal state is going to be quiet challenging because there are a lot of burdens that “regular” government types and provinces simply don't have. The key to overcome these is to get to a point where such burdens are canceled out by your actions and lead your tribes into a more organized state while there is a chance. Should that chance slip away, whether due to a series of unwise decisions or sheer luck, everything could drift away and put you back to day 1.

At that point you realize: the game punished me!
Eu4 için Antik dönemde geçen mod yapımında bana yardım etmek isteyen mesaj atsın.

Steam'den beni ekleyip yanıt alamamış ya da eklemek isteyen üyeler bana PM atarak Steam ismini yazarsa sevinirim.

[Mod] Eşit Alan Projeksiyonu - [Mod] Eski Dünya Müziği - Tarihi ve Coğrafi Harita Siteleri

Çevrimdışı Jay-Jay Okocha

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Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #58 : 22 Ağustos 2011, 00:19:21 »
Umarım Magna Mundide Orta Asya devletleri daha oynanabilir olur.
Eu3 Divine Vindle birlikte Orta Asya devletleri iyice oynanmaz hale gelmişti.
Çevrenizden 3-5 kız bulun da getirin şu foruma

Çevrimdışı Wehrmacht

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Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #59 : 25 Ağustos 2011, 13:34:07 »
Oyun ne zaman çıkacak?