Gönderen Konu: Magna Mundi Yapımcı Günlükleri  (Okunma sayısı 22820 defa)

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« Yanıtla #60 : 25 Ağustos 2011, 13:35:07 »
Oyun ne zaman çıkacak?

2012'nin ilk çeyreğinde.

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« Yanıtla #61 : 25 Ağustos 2011, 13:39:21 »
2012 1. çeyrek.
Pardon beyler Mindlessın iletisini görmemişim matematik ek dersinde cevap yazmaya çalışınca böyle oluyor. ;D
« Son Düzenleme: 25 Ağustos 2011, 14:27:19 Gönderen: Anubis »
Çevrenizden 3-5 kız bulun da getirin şu foruma

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« Yanıtla #62 : 25 Ağustos 2011, 13:39:45 »
2012'nin ilk çeyreğinde.

 rlywrd* Ben bu yılın son çeyreği çıkar sanıyordum. :D

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« Yanıtla #63 : 25 Ağustos 2011, 13:43:15 »
Bu oyunda beklediğim hoi serisi gibi askerlere özellik verme zırh kılıç kalkan tipine göre iyi veya eksi olarak yansıtılırsa tadından yenmez :knife: :rifle:
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Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement.

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« Yanıtla #64 : 10 Eylül 2011, 07:56:23 »
O kadar detaya gireceklerini sanmıyorum tamam bir kaç çeşit asker var amam o kadar da değil...  :smoking:
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« Yanıtla #65 : 10 Eylül 2011, 15:49:51 »
Hayır sadece asker çeşidi değil. Yapımcı Günlüklerini okudum şuana kadar ki en ayrıntılı paradox oyunu ile karşı karşıyayız diyebilirim.

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« Yanıtla #66 : 14 Eylül 2011, 20:23:55 »
Bence bu oyun statejide klasikler arasına girecek.Çünkü gerçekten çok ama çok detaylı yapmışlar.Sitesindeki yapımcı günlüklerine göz gezdirirseniz bunu rahatlıkla görebilirsiniz.

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« Yanıtla #67 : 16 Eylül 2011, 17:12:33 »
Hayır sadece asker çeşidi değil. Yapımcı Günlüklerini okudum şuana kadar ki en ayrıntılı paradox oyunu ile karşı karşıyayız diyebilirim.

Ben sadece asker çeşidi olarak dedim zaten umarım yapay zeka da iyi seviyede olur...  :smoking:
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« Yanıtla #68 : 16 Eylül 2011, 17:27:14 »
Muharebe, ordu ve generallerle alakalı müthiş ayrıntılar var. Savaşlardaki tekdüzelik sona erecek gibi.

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« Yanıtla #69 : 16 Eylül 2011, 17:56:08 »
DH içinde çok ümit verdiler ama doğru çıkmadı,umarım Magna Mundi düzgün olur.
Çevrenizden 3-5 kız bulun da getirin şu foruma

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« Yanıtla #70 : 16 Eylül 2011, 19:26:02 »
Eu3 gibi savaşlarda tek düzelik olmayacak gibi inşallah umduğumuz gibi bir oyun olurda zevkle oynarız...  :smoking:
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Magna Mundi Developer's Diary 25 - THE TRADE SYSTEM
« Yanıtla #71 : 02 Ekim 2011, 12:49:08 »
THE TRADE SYSTEM



When designing Magna Mundi trade system, we wanted to implement something simple while providing an interesting minigame that, through a complex set of event pools, diplomatic options and espionage, would lend itself to be the centrepiece of the strategy for a country that decides to specialize in trade. At the same time we made sure that any nation that dabbled in trade could make a profit and that trade had uses other than to directly bring gold the each country’s coffers.




MAIN CONCEPTS

Center of Trade – A province that acts as a major trading hub for a group of provinces that share something in common, from ownership, passing by religion and ending in the distance between them.

Center of Trade Value – The total value of the Trade Goods of all the provinces that negotiate through the same Center of Trade. This is the sum that gets to be split by the number of merchant houses established in a Center of Trade.

Merchant House – A trade unit that once established on a Center of Trade, will syphoon part of the Center of Trade Value to his country. When unmodified this value is in direct proportion to the number of merchant houses established there. In fact, seldom the actual money sent back to the country equals this value.

Trade Efficiency – This is the multiplier applied over the direct share of the value on a Center of Trade. We take the normal starting level of a Modern country in 1453 as the reference value.

Trade Goods – With almost 50 different trade goods, variety is assured in terms of what each province might produce. We introduced a complex system of supply and demand that is dynamic and sets pricing in context to what is happening in the game.




Trade Goods Leakage – Each province produces a main Trade Good, but neighbour provinces leak their own trade goods to this province, thus affecting the general richness of it. Quantities leaked depend on the production of said Trade Good.

Subsidiary Leakage - A special form of leakage happens on a Center of Trade or the capital of any country with Merchant Houses established anywhere:
The owner of the Center of Trade has access to all the trade goods traded there, even if only the province’s main trade good and the trade goods of its neighbour provinces count for the trade worth of that province. The Capital of a country with Merchant Houses established abroad will also enjoy a share of the trade goods traded in the Centers of Trade where the Merchant Houses are established. This subsidiary leakage serves to give access for countries to several trade goods that will have a host of effects on their overall strategy.

Foreign Buildings – Another form of subsidiary leakage is given by foreign buildings. Any Trade Post or Hansa Kontor in a province is going to leak a certain amount of the main trade good produced there to the owner’s capital.


MECHANICS

Establishing Merchant Houses – The process of establishing a Merchant House is simple enough: Pick a Center of Trade and set up a trade route there. Or define a priority and allow the game to manage it alone. Don’t worry; you’ll not get bankrupt in the process as there is a minimum threshold below which no more trade routes are set. This threshold is calculated comparing the price to set up a trade route versus the gold in the treasury. So, the computer will stop establishing new expensive trade sooner than cheap ones. Of course, you can anytime overrule this process and decide to bankrupt yourself by manually establishing a very expensive trade route you don’t have gold to support! There is no maximum number of established merchants per Center of Trade. A Center of Trade with a higher number of merchant houses means less gold per merchant house operating there.




Competition Between Houses – As time passes, Merchant Houses compete with each other and some may get out of business. This process is totally automated. The probabilities of a Merchant House of a certain country to be targeted depend solely on the number of Merchant houses that country has established in the Center of Trade

Monopolizing Centers of Trade – If a country has at least one Trade Country Tradition and he controls a good portion of the trade going through the Center of Trade, he may attempt to monopolize the Center of Trade. When such attempt is made, a trade war in that Center of Trade begins, which means Merchant Houses will be competing each other out much more frequently. If at the end of a certain period the country attempting to monopolize controls a certain percentage of trade in that Center of Trade, he will have a monopoly. This means that depending on the number of Trade Country Traditions, he is going to keep for itself a certain percentage of the value of the Center of Trade, independently of the number of Merchant Houses operating there. A Limited Monopoly will send 10% of the value of the Center of Trade directly into the country coffers, a Standard Monopoly will send 20% and an Hegemonic Monopoly will net the country monopolizing the Center of Trade 30% of its value. The remaining percent will continue to be disputed by all Merchant Houses, which include also the ones of the monopoly owner.




Breaking Monopolies – There are four ways of breaking monopolies in Magna Mundi. One is to cause the demise of the monopoly owner. Another is to set as a war aim that a country holding a monopoly should lose it. Still another is to force the expulsion of Merchant Houses of the monopolist through a Diplomatic action and finally, a country may elect to challenge the monopolist to a trade war in the Center of Trade, which means again a high number of trade fights between Merchant Houses. If at the end of the challenge, the monopolist is reduced in the control of the Center of Trade to a certain percentage, he will surrender the monopoly, which will now be up for grabs again, for anyone who can claim it.

http://forum.paradoxplaza.com/forum/showthread.php?562836-Magna-Mundi-Developer-s-Diary-25-THE-TRADE-SYSTEM&p=12910292#post12910292
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 #72 : 02 Ekim 2011, 12:56:23 »
Ulan hala günlük mü yayınlıyorlar, çıkartın artık şunu!

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« Yanıtla #73 : 04 Ekim 2011, 18:48:48 »
Ulan hala günlük mü yayınlıyorlar, çıkartın artık şunu!

Sakin Annibal. ;D

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« Yanıtla #74 : 16 Ekim 2011, 18:40:05 »
2012 ilk çeyrek derken çıkış tarihinin 31 Mart olduğunu düşünsenize :D sonuçta 2012 ilk çeyreğe giriyor.
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P

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« Yanıtla #75 : 16 Ekim 2011, 18:55:08 »
İlk Magna Mundi sonra CKII çıkacak sanırım. İki süper oyun fakat ikisinede ayıracak vaktim yok.  >:(

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Magna Mundi Developer Diary 28
« Yanıtla #76 : 12 Kasım 2011, 11:48:53 »
Magna Mundi Developer Diary 28 - Government Mechanics and National Assemblies

Government Mechanics and National Assemblies

After the posting of my last Developer Diary, it was decided that there was a great interest in the functioning of government institutions. In response the team decided that in this Developer Diary we should explore the mechanics further and highlight one of the most dynamic institutions - Parliaments and Diets in depth. Without further fanfare, let's explore both the basic mechanics and gameplay.

Basic Governmental Mechanics

The Holy Roman Empire is an Elective Monarchy. Unlike in hereditary monarchies, the heir and successor to the Emperor does not automatically inherit the Imperial Crown. For that, an election among Electors is required, and a different candidate may be chosen, instead. Like any feudal state, the Empire’s institutions are a complicated mesh of competing claims to power and competency. These institutions include the Emperor, the Electors, the Imperial Diet (Reichstag), the Conveners of Imperial Circuits, and the Imperial High Court (Reichskammergericht).


The basics of governmental mechanics begins with the ruler and how he is chosen. While the Holy Roman Empire is a unique entity within the Magna Mundi world with its individual mechanics developed, all governmental forms share some elements in common. A ruler that dies, dies everywhere for example. (Although Helius claims in internal emails that he has seen one zombie ruler die, only to see him still ruling over a foreign country where he had been the union major.)

In Monarchies of all flavors, the monarchs serve for life. Upon death, one of the following will happen: an adult monarch will come to power, a minor monarch will come to power resulting in a Regency, or a succession war between two different countries will occur over the right to rule - if the player is controlling the country with the empty throne, they will be able to chose which side to back.

If option one or two occurs, there will be a chance that a pretender rebellion will also occur at the same time. Religious leaders of all types also always serve for life. There will always be a successor to carry forth the office, and succession is always assured.

For the governments that have elections, rulers will either serve their elected term or die in office. In any case, once this happens the player will be able to keep the current guy in power (unless he died) or chose among up to three alternative choices. This decision is the most straight forward in Imperial Cities and in Merchant Republics.

Elective Monarchies (outside of the HRE government) will normally allow the player to chose between a local noble (chosen by the internal factions of their country) or to look abroad among foreign countries that bid for the throne. If the elective monarchy is currently in a union with another country, the player will be able to continue the union by choosing the new ruler of the partner, break the union choosing a local noble, or break the union and look abroad among foreign countries that bid for the throne.


Republics with parliamentary systems (administrative republics, constitutional republics, and revolutionary republics) have rulers elected by parliament. Whenever parliaments are elected for a new legislative session there are four different options that the player may chose from. First, if the party of the old ruler retained its majority, the player may appoint the strongest opposition leader or keep the old leader in power. Secondly, if the party of the old ruler lost its majority, the player may select a new majority leader or keep the old one as head of a minority government. Third, if there were no ruler (because the old one died), the player can appoint the new majority leader or pick one of three random candidates. Lastly, if the old ruler was non-partisan ( due to event or picking a random candidate at the start of the last session), the player can appoint a new majority leader or keep the old one.

Assembly (Parliament and Diet) Mechanics

In France, under the Old Regime, the Estates-General was a legislative assembly that represented the French subjects in distinct and separate estates. It had a separate assembly for each of the three estates that were called and dismissed by the king. The Estates-General had no true power, instead it functioned as an advisory board to the king. It met intermittently until 1614 and rarely afterwards, but it was not dissolved until 1789. France was not alone in having a similar institution: England had the Parliament, the Holy Roman Empire the Diet, and Spain had the Cortes, just to name a few. Each of these institutions had their unique characteristics and some were more powerful then others, yet they all shared elements that could be used to model mechanics in our game.

The way assemblies are organized, each time Parliament or the Diet is called, whether after a set period of time (Republican Form) or by National Decision (Monarchial Form), a single event fires which allocates seats to the various houses. Which houses are available and which Factions or Factors contribute to the makeup of the various houses is determined by Government type primarily and by history of specific countries. Essentially, each government type has a "Default" Parliamentary organization, with specific countries having exceptions. So while Feudal and Elective Monarchies are Tricameral by default, England has a Bicameral Parliament and Sweden actually has a Tetrecameral Parliament! The following chart lays everything out:


As you can see in the table above, the type of representation each government form has is divided into either Estates or Parliament. In Estates systems, Factions compete for seats directly, while in Parliament systems, competition is between the Liberal and Conservative Parties in each Faction, sometimes bridging differences between Factions.

Which Faction or Party has influence in the Assembly determines what Laws can be proposed. Factions will be unlikely to propose major laws, only occasionally suggesting changes to policy. The more policy is out of whack with their desires or the more grievances a Faction has, the more pro-active it will be. Liberal or Conservative Parties, on the other hand, will be deeply involved with proposing changes to policy, as they feel their support throughout society is broader and thus more powerful. This is something to keep in mind when the choice to change government types occurs!

Laws are proposed in an event, and then each house will vote on it, using a system very similar to the Reichstag mechanic of the HRE. Each available house will have a choice of passing the law or refusing to pass the law, the decision is not always made in the same time-frame as others. Any law that hasn't been fully voted on by the time the Assembly goes out of session is automatically declined.

There is a particular type of law called: The Compromise Law. The way "Compromise" laws work is through Emergence. Essentially, when multiple competing laws are proposed by the different Factions or Parties, they become bundled together and are thus all voted on together. In this way, as an example, the Merchant Faction can propose a shift towards Free Markets, while the Noble Faction can push for more aristocratic privileges at the same time. These laws then are bundled together and allow Factions to combine together their voting power, getting both passed, where normally they may not get them passed individually. The more each house of the assembly is active, the higher the chance that compromise law comes into being.

The player's role in this process is to "Endorse" or "Oppose" a law each time it is proposed. The player's endorsement will attempt to put the law on the fast track towards acceptance, while opposing a law will start a stalling campaign against the law. Note that this works for AND against the player and the Factions. A clever player can, for instance, speak out against a law that she wants to go through, because they expect a house to vote the law down, and thereby delay its defeat. The player will want to be careful here, because if the Factions have a low alignment, they might instead vote for the law to spite the ruler. The possibilities for politics is quite in depth here.

Every time a house votes, depending on your ruler's stats, the player may have access to a number of special events options that tie into the corruption system. Essentially, if your ruler has enough diplomatic ability and flexible ethics, the player can take on some corruption to "modify" a house's vote. Corruption is easier to use for houses populated by Factions that like you.

The conclusion here is: the entire system is designed to both allow and encourage manipulation by the player. There is no "correct" or "ideal" way to do things in an Assembly, and in this case Ends might justify the Means.


National Assembly Gameplay Elements
The Gunpowder Treason Plot of 1605 was a failed assassination attempt against King James I of England by a group of English Catholics led by Robert Catesby. The plan was to blow up the House of Lords during the opening of England's Parliament on November 5th, 1605, as the prelude to a popular revolt to install a new monarch. The conspirators' principle aim was to kill the king, but many other important targets of competing factions were to attend the opening as well. The aristocracy, the bishops of the church, important military men and even members of the House of Commons all would have been taken out, forcing a new order to rise.

In Magna Mundi, the talented Ruler has powerful tools in dealing with factions through the National Assemblies. First, it is possible for a Parliamentary Assembly to grant Suffrage to the citizens of the Nation, in which case the membership of one or more of the Houses will be determined by General Election. This can disenfranchise a Faction completely.

Calling a National Assembly will never be guaranteed to prevent a civil war, and can actually make it worse, as factions that attend the assembly will not join a civil war, either against or for the player until the assembly is finished. Furthermore, if the capital is the site of a battle or occupation attempt, this will damage stability and prestige.

Once voting concludes, you will be informed of the outcome, and depending on the form of government and the power of the Assembly you may have multiple options of how to deal with the Law. Possible options include: Passing the law as voted, Vetoing it, Dissolving the Assembly, or Passing a failed Law. In all cases going against the Assembly will carry consequences, however accepting its judgments will increase its power.

Beyond Laws, once every Session of the Assembly, the ruler may Request the Dispensation of Funds. This is done by National Decision, and will prompt an immediate vote from all Houses. In most cases the Petition will be accepted, at the cost of some Prestige, and the addition of one or more Side Effects such as slight policy changes, an increase to a certain factions power, or the addition of some Corruption. After voting is done, an event will fire informing the Player of the conditions for funds to be dispensed, and you may accept the terms or reject them.

Furthermore, should there be outstanding Grievances against the government, they may be resolved while an Assembly is in Session. An event may fire for any Grievance, and the Houses of the Assembly will attempt to determine a resolution to this Grievance according to their membership. Of course, it is entirely possible, and likely, should no member of the Opposition have a seat on any of the houses, for this attempted resolution to further inflame the Opposition, and just make things worse...

Here is a bonus screenshot. Enjoy!

Aptallığa ve cahilliğe tahammülüm yok.

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« Yanıtla #77 : 15 Kasım 2011, 20:13:25 »
Şehir sayısı çok az?
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P

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« Yanıtla #78 : 16 Kasım 2011, 01:36:53 »
Magna Mundi zaten o kadar çok genişleyebileceğin bir yapıya sahip değil. O yüzden şehir sayısı iyi.

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« Yanıtla #79 : 19 Kasım 2011, 10:19:06 »
Şehir sayısı çok az?

Bende o konuda hayal kırıklığına uğradım.