Gönderen Konu: Magna Mundi Yapımcı Günlükleri  (Okunma sayısı 31571 defa)

0 Üye ve 1 Ziyaretçi konuyu incelemekte.

Çevrimdışı DMUKKS

  • Yeni Çeri
  • *
  • İleti: 153
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #100 : 04 Aralık 2011, 14:17:47 »
Beta başvuruları başlamış.
 

Çevrimdışı Apsihinx

  • Sipahi
  • *
  • İleti: 801
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #101 : 05 Aralık 2011, 20:49:57 »
Biraz daha açıklama?
 

Çevrimdışı Furkan Ali Tunca

  • Nizam-ı Cedid
  • *
  • İleti: 2642
  • Furkan Ali Tunca
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #102 : 05 Aralık 2011, 20:53:33 »
Başvurusu kabul edenlere beta versiyon verilecek galiba.
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P
 

Çevrimdışı Apsihinx

  • Sipahi
  • *
  • İleti: 801
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #103 : 05 Aralık 2011, 20:55:46 »
http://beta.paradoxplaza.com/signup/30/

Bu linkten başvuru yollayabilirsiniz.

Hemen heveslenmeyin ayın 16'sında size geri dönüş yapıyorlar. 10 günden fazla var yani :D
« Son Düzenleme: 05 Aralık 2011, 21:03:20 Gönderen: Apsihinx »
 

Çevrimdışı ozaniel

  • Yeni Çeri
  • *
  • İleti: 123
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #104 : 07 Aralık 2011, 00:45:57 »
Yalnız beta testi oyunu oynamak değildir, oyundaki bütün herşeyi kontrol etmeniz ve eksikleri bulmakla uğraşmanız gerekir. Zamanınız yoksa hiç girmeyin.
 

Çevrimdışı Türkan

  • Roué
  • Paşa
  • *
  • İleti: 5250
  • Go ask Alice.
    • Profili Görüntüle
Magna Mundi Developer Diary #30 - Mediterranean Piracy
« Yanıtla #105 : 12 Aralık 2011, 17:01:46 »
The Barbary Coast was the term used by Europeans from the 16th until the 19th century to refer to the coastal regions of what is now Morocco, Algeria, Tunisia, and Libya. The name is derived from the Berber people of North Africa. In the West, the name commonly evokes the Barbary pirates and slave traders based on the coast that attacked shipping and coastal settlements in the Mediterranean and North Atlantic and captured and traded slaves from Europe and sub-Saharan Africa. Their impact in the region and the whole Mediterranean economy was much bigger than the Hollywood counterparts of the Caribbean, while policies of the entire region were shaped by their existence. Historians agree that about 1.500.000 Christians were abducted and sold as slaves in Middle East markets by the Berber Pirates.



The Mediterranean in Magna Mundi is a hotbed of commercial and political activity driven by a system that attempts to portray the dynamics this Sea has displayed since the dawn of time. Commerce, the lifeblood of civilization, always thrived there. Cultures intermingled, religions clashed, futures were claimed and fortunes lost all around the large, shallow sea called the Mediterranean.
Between the fifteenth and eighteenth centuries, the Mediterranean was also a focal point for piracy, instigated first by the Mamluks and later, more efficiently, by the Ottomans, to wage a silent war against Christian shipping.
As the Berber Kingdoms were the home ground of the pirates, they became targets for Ottoman and Mamluk influence, while at the same time attempting to gain control over pirate activity in their own territories. Gold and plunder arriving at their ports helped convince the Berbers to support piracy.

The Mediterranean Piracy system abstract all this activity by considering four different factions in the module: the Christian nations bordering the Mediterranean suffer the raids while playing their court games throughout Europe, never turning their backs on a profitable temporary agreement with the Berbers or the pirates, or even planning counter raids to fill the coffers of a few political figures; the Berber Kingdoms served as bases for the pirates and stood to profit the most (in many different ways) from them…but at great risk; the Ottomans (and, to a lesser extent, the Mamluks), acting as wire pullers, using the pirates as a weapon against the Christians; and finally the pirates themselves: unruly, reckless and greedy scum who can be controlled but never commanded by the other factions. Players can experience this system from different perspectives of any of the first three factions. The pirates themselves – while they will be felt, influenced by and influencing the game in many ways – are not playable.



All Christian nations owning provinces on the Mediterranean are in danger of pirate attacks. Below are some of the more important features of the system played from a Christian perspective:



BARBARY PIRATE RAIDS: Pirate raids come in three intensities: weak, normal or strong. The effects, as you may guess, vary. At a provincial level a raid is always strongly felt and the effects last for a few years. At a national level the effects are mainly a scare to the sea traders that is unlikely to last that much.



PLANNING COUNTER RAIDS: After a pirate raid, powerful men from the province may begin organizing a counter-raid against the Barbary coast in revenge. The crown will be asked to finance the raid and, if they accept, will have a stake in any plunder later.
There are several different types of counter raids. All provide the chance for the Christian nation to gain plunder while running some risks in the process. The presence of Grand Admirals and Spymasters will contribute to the success of counter raids. Remember, though, that when talking about the Barbary Pirates, nothing is ever a sure thing!





MAKING DEALS WITH PIRATES: Sometimes violence is not the answer. There are several ways for a Christian nation to deal peacefully with the pirates. To mention two, they can for instance provide aid to pirate fleets in return for cash or they can pay tribute to the pirates in return for protection. This will greatly reduce the risk of pirate attacks, but not eliminate them entirely (since pirates tend to be unruly), and there is always the danger of the pirates getting greedy. Both of these are very risky, since they can lead to a relations hit with many Christian nations and a loss of prestige if discovered. Spymasters are useful in keeping this sort of activity secret!





MAKING DEALS WITH THE BERBER KINGDOMS: Similarly, Christian nations can approach Berber Kingdoms and propose deals to them to help prevent pirate attacks on their coasts. Spymasters are important to the success of these deals. They may also present a strategic pact to the Kingdoms and partake in the profits of piracy by discreetly helping their raids. All of this activity must be kept secret, and if all goes well, significant advantages can be enjoyed by the nation who establishes such pacts. However, if their ties are discovered, harsh consequences should be expected.
Supporting piracy will lead to plenty of different outcomes where Christian nations are confronted with new problems, diplomatic challenges and unexpected friends and enemies.



THE BERBER KINGDOMS   
Morocco, Algeria, Tunis and Tripoli
The Berber Kingdoms are the ones who gain most from pirate activity, at least from a purely economic point of view. However, many traps await them if they do not choose their path wisely, and some missteps can spell their end as political entities!
After the game begins, the Berber kingdoms get to chose how they will deal with piracy for the next decades.



MAKING DEALS WITH THE PIRATES: Supporting the pirates will provide the Berber kingdoms with a steady income over time. Openly supporting them will on average grant more plunder, but comes with its own risks. Inevitably, however, there will always come a time when you feel the pirates are not giving you enough…so why not press for more? Just be sure to have decent Spymasters to know their minds, a ruler with decent military skill to scare the pirates into submission and a Grand Admiral who can chase them down to ground. Remember, though, nothing is certain when it comes to the pirates: they may decide enough is enough and simply cut you out of the deal…permanently. The pirates are greatly influenced by the Berber kingdoms, but not under their control. From time to time a lone wolf will rise to take over a fleet of pirates and cut the ties they had with a kingdom. Of course, Lone Wolves usually don’t last long, but while they last, they can be a pain…





MAKING DEALS WITH THE CHRISTIANS: Occasionally a Christian country may ask a Berber Kingdom to stop supporting piracy. Such a deal usually includes a lump sum along with more money over time. The gratitude of the Christians will fill your pockets – not to speak of any plunder seized from pirates hunted down in the process! Sadly, the Ottomans and Mamelukes fail to appreciate the finer points of such deals.

DEALING WITH THE OTTOMANS AND MAMELUKES: Some friends only show up to give bad news. Both the Ottomans and Mamelukes have this habit. They will send emissaries to request support for piracy and demand the Berbers cease hunting them. If expertly dealt with, perhaps with a spymaster here or there, a Berber nation could milk them for money in return for the troubles…but it is never wise to anger a giant!



THE OTTOMANS AND MAMELUKS

The wire pullers, the puppet masters - whatever you might call them, both the Ottomans and the Mamelukes have a vested interest in a continuous low level commercial war against the Christians.
They must deal with the pirates and the Berbers, striving to maintain a balance between them, keeping them happy while herding them towards their cause. They will gain some plunder from pirate activities, but will also have to work to keep it all under control.
There are also occasional raids to be planned to assuage Berber anger one time or another.





In the last years of the fifteenth century there may also be an important pirate named Barbarossa. If you play a Christian nation you will learn to fear his name!

Aptallığa ve cahilliğe tahammülüm yok.
 

Çevrimdışı Emperor

  • Sekban
  • *
  • İleti: 1918
  • The Mad Baron
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #106 : 12 Aralık 2011, 17:06:43 »
Çıkması ne kadar sürecek bilmiyorum ama çıktığında iyi bir oyun olacağını düşünüyorum, güzel gidiyorlar...
Heyder Baba, göyler bütün dumandı,
Günlerimiz birbirinden yamandı,
Birbirizden ayrılmayın, amandı,
Yakşılığı elimizden alıblar,
Yakşı bizi yaman güne salıblar!
 

Çevrimdışı KralElvis

  • Yeni Çeri
  • *
  • İleti: 165
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #107 : 13 Aralık 2011, 12:09:11 »
İple çekiyorum :) Şu 4ay nasıl geçecek bilemiyorum  :sombrero:
 

Çevrimdışı Wehrmacht

  • Sipahi
  • *
  • İleti: 561
    • Profili Görüntüle
    • TG'CodeBreaker
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #108 : 13 Aralık 2011, 16:37:55 »
Çıkması ne kadar sürecek bilmiyorum ama çıktığında iyi bir oyun olacağını düşünüyorum, güzel gidiyorlar...

Katılıyorum.

Çevrimdışı Furkan Ali Tunca

  • Nizam-ı Cedid
  • *
  • İleti: 2642
  • Furkan Ali Tunca
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #109 : 13 Aralık 2011, 21:13:21 »
Bence pek güzel bir oyun olmayacak.Bunu oynayacağıma Crusader Kings oynarım.
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P
 

Çevrimdışı Caine

  • Imperator
  • Sekban
  • *
  • İleti: 1124
  • it all returns to nothing
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #110 : 13 Aralık 2011, 22:40:09 »
CKII daha iyi bir oyun olacak ama CKII'yi bayağı oynadıktan sonra oynayacağım oyun bu olacak. CKII'den daha uzun süre başında tutar hatta.
 

Çevrimdışı DMUKKS

  • Yeni Çeri
  • *
  • İleti: 153
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #111 : 13 Aralık 2011, 23:15:20 »
Valla bu oyun benim için oyun tarihinde bir zirve olacak.Benim beğenmemem mümkün değil.Ck2'yi ben de oynayacağım ama sonuçta önümüzdeki 5 yıl boyunda düzenli olarak sadece Magna Mundi'yi oynayacağıma yemin edebilirim. crwn*
 

Çevrimdışı Ömer

  • Onursal Üye
  • *
  • İleti: 13879
    • Profili Görüntüle
    • Paradox Interactive Türkiye Forumları
Magna Mundi Developer Diary #31 -The Knights of St. John
« Yanıtla #112 : 26 Aralık 2011, 19:58:36 »
Magna Mundi Developer Diary #31 -The Knights of St. John


The Knights of St John were a Christian military order that’s founding dates to the crusades.  The Knights were evicted from their base at Acre in 1291, establishing a presence in Cypress.  By the year 1310, the Knights had conquered the island of Rhodes, taking it from the Byzantine Empire to use as their new stronghold.  The Knights began to conduct daring raids against Muslim naval interests, establishing themselves as a naval power in the Mediterranean, and earning a reputation as a terror of the Muslim world.






The Knights of St John were in many ways a centralized Christian equivalent of the dreaded Pirates of the Barbary Coast.  They conducted raids and operations against the full breath of Muslim naval activity, a Muslim shipping to battling their hated enemies the Barbary Pirates.



THE GRAND PRIORIES OF ST JOHN

The Military Hospitaller Order of St John received much of their funding and manpower from the Priories of St John.  These priories served as the local administrative units for the broader order that operated throughout Europe.  Many prestigious noble families were associated with the Knights, providing material support in the form of tithes, donations, and sons to join the order.
   
In Magna Mundi, the Priories are represented by the ability of Christian countries to build Grand Priories of St John in their provinces.  The number of Priories in existence determines the strength of the order in Europe, and this affects their ability to prosecute war against the enemies of Christendom.



A country that chooses to host a Grand Priory in their borders will have access to special benefits, and their continued support will help the Knights war against the Ottomans, Mamluks and the dreaded Barbary Pirates.

Only one new Grand Priory can be founded every five years.  If a country’s relations with the Knights sour, there is no limit to how many Grand Priories they can destroy at once. A skilled Grand Master will try to keep positive relations with all the countries of Christendom to strengthen the Knights.



KNIGHTS OF ST JOHN - ADVISORS

One of the greatest benefits the Grand Priories provide is access to special Knight of St John Advisors.  These advisors represent members of the order serving at court as loyal subjects to the princes of Europe.  These advisors can only spawn in provinces that have Grand Priories or at the Fortress of the Knights.  Countries that do not have Grand Priories may occasionally hire a Knight Advisor from the general pool, but the Grand Master of the order has a habit of recalling them within a few years if no priory has been established in the country.




CAMPAIGNS AGAINST THE PIRATES

The Knights conducted operations against the ports and safe havens of the Pirates of the Barbary Coast.  These campaigns were intended to suppress pirate operations in the area, and as a means of retaliation on behalf of Christendom.  In exchange for safe harbor, they enlisted the help of Christian Pirates, leading them into attacks and raids against the Barbary Coast.  They cut off supply lines to the pirates and suppressed their activity along sections of the coast.   
The Knights have a series of decisions available that represent these campaigns against the pirates of the Barbary Coast.  When activated, the decision will result in a campaign against the targeted country, as well as support for Christian Privateers in the Mediterranean.  It will temporarily remove their ability to support the Barbary Pirates, and adversely affect the economy of the target country.  The target country may choose to respond by building defences, or even to go to war against the Knights. The Knights will also enjoy higher blockade efficiency and can take benefit from Christian privateers during each campaign.



THE TONGUES - Manning the Walls and Ships

The Knights maintained a central fortress from which they planned and executed their operations against their enemies.  These are impressive fortifications, with each section of fortification assigned to a grouping of Knights know as a Tongue.  Each Tongue was responsible for one section of the walls, their upkeep and maintenance, as well as a division of duties.  Tongue’s were organizational and political groupings based on region, culture, and language.  Historically, there were normally between 6 to 8 tongues, but at times some of these were devoid of any meaningful membership (such as the English Tongue after King Henry the VIII closed the English Grand Priory of St John.   
The power of the Knights is linked to the manning and upkeep of their central fortress.  A powerful order may be able to expand beyond seven tongues and establish an eighth, ninth, and maybe even tenth tongue.  But if the order begins to decay, tongues may need to be re-organized and consolidated.


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 Apsihinx

  • Sipahi
  • *
  • İleti: 801
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #113 : 27 Aralık 2011, 16:58:09 »
Betaya katılmayı başaran var mı?
 

Çevrimdışı Türkan

  • Roué
  • Paşa
  • *
  • İleti: 5250
  • Go ask Alice.
    • Profili Görüntüle
A young Prince whom I tutored once asked me whether it was right to covet a neighbors province? I answered that, while the Bible tells us that to covet thy neighbors wife be a sin, a province is to a ruler not as a wife is to a husband. The church is the wife of the Prince, and the territory be their joint custody. Therefore, if the marriage between the ruler and the church be rotten, the care of the custody be lessened, and a more benevolent Prince may rightfully claim to take charge of that which the prior parent had left neglected under incompetent care.

If the Young Lord heed this advice, He shall be rewarded with legitimacy, in the eyes of all who wish to grace their names by the sound of unison with him who succeeds on the field of battle.

Alas, when the province in question be under the protection of the Holy Roman Emperor of all the Germans, the question of might and that of right may present itself in need of a different kind of consideration.

In fact, the mother church being wed by nature to the Roman Empire in its Holiness, the Emperor yet being a temporal Prince among others, the Empire, within its jurisdiction, has seen fit to order thus the legitimate ownership of all the territory, that in each province, there shall at all times be one, and no fewer, and no more, but exactly one legitimate owner, at all times, and for all times, in perpetuity.

Be a land then conquered by one who is not considered that legitimate owner, be it even that the legitimate owner is no more, and has expired this world, returning home to Our Lord, nonetheless the Empire in its infinite justice and wisdom will insist that he be the rightful owner thereof, being that land heretofore referred to.

But My Young Liege may ask, is there no way for the Empire to find that it had erred?

And to this I can answer him, yes. If My Liege be the victor of a campaign of conquest, and be he so fortunate as to have, an integral claim of core over the province what he conquered, he shall be rewarded with the justification of appeal to the Reichstag, being the assembly of All the Estates of the Empire, who find the legitimate owner in their resolutions.

Ah, but my Young Liege insist that I get to the point? And drop the curly language? And, in fact, concern myself with the ways of obtaining and holding on to territory not claimed by us in a legitimate …

… yes, yes, of course, I shall be concise.

There.

Unlawfully Held Territory in the Empire

What the Illegal Owner may do

As long as you are not the legitimate owner of a province, you are subject to penalties that mostly affect only that province, locally. The stronger your claim on the territory, the lower the penalties.
Provinces you hold as a lien; in custody; by right of conquest from Heathens; or for which you have received amnesty, are never subject to these penalties.


a) Return the Province, or…


You can wait for your claim to increase, thus lowering the penalties. But you may not want to wait that long. If you ever feel that the burden of owning illegal territory is becoming too much, you can declare to the Reichstag your resolution to give it back to its legitimate owner (“Return Illegally Held Land”). This will restore all your illegal provinces to their rightful owners (except those under lien, custody, amnesty, or right of conquest).

Alternately, you can give the province to the Imperial Demesne (“Give a Province to the Demesne”), a territory that belongs directly to the Empire, and is under the administration of the current Emperor (thus, it changes hands, whenever a different country assumes the Emperor’s crown). This is only an option if there is an exceptionally gifted Emperor, or a powerful Empire. If you have several provinces that could be turned over to the demesne, you must choose one by event. Once the Reichstag has approved your petition, the province in question will immediately be turned over to the Emperor.


b) Legalize It!


Once your core claim is integral, you can petition the Reichstag to declare you the new legitimate owner of that province (“Petition for Legitimate Ownership”). If approved, this will make you the new legitimate owner of all your integral cores in the Empire, except those held in custody or as a lien. The catch is that you can only make this petition, if all your illegal provinces in the Empire are integral cores – as long as there is just one left that is of a lesser degree of legitimacy, you will not even see this option listed.

If the Empire has created a High Court (Reichskammergericht), there will be a way to legitimize even a province where you have a core claim of central or less (“Petition to Legitimize Ownership”). If you have several provinces that are not integral cores, you must choose one by event, before the Reichstag will make up its mind. The higher your core claim, the more likely the Reichstag will be to approve your petition. If approved, you will become the legitimate owner of the province you chose. As an added bonus, your core claim will increase by one level (for instance, from peripheral to central).


c) Ask for a Lien


If there is an exceptionally gifted Emperor, or if the Empire is Powerful, you may petition to be granted a province as a lien (“Ask for a Lien”). As the lien holder, you no longer have to worry about any penalties for this province (other illegal provinces still come with penalties, however). The downside is that a lien will expire after ca. fifty years. Once it does, the province will join the Imperial Demesne, and you must return it to the Emperor.


d) Take Custody


This option is only available, if the Empire has adopted a policy of Religious Unity in response to inter-confessional strife. If you country shares the official faith, and a province you conquered is populated by heretics, you may petition the Reichstag to take custody of any such provinces under your control (“Claim Custodianship of Heretic Provinces”). If custody is granted, you are expected to make a concerted effort to convert these provinces to the true faith. Once you succeed, or if you fail to do so within ten years, you must return the province.


e) Enjoy Amnesty


This rare option will only become available, if you have conquered a province that the Empire considers to have a legitimate owner, but which had been removed from Imperial Jurisdiction by a previous owner (“Restore Imperial Jurisdiction”). If you promise to place such provinces back under Imperial Jurisdiction, you will be allowed to keep them, indefinitely, as if you were the legitimate owner.


e) Claim the Right of Conquest


This equally rare option applies to provinces that the Empire considers to be under Imperial Jurisdiction, but which had been conquered by a Heathen country. If you re-conquered such provinces from their previous, Heathen owner, you may announce to the Reichstag your intent to claim them by right of conquest (“Claim the Right of Conquest”). If the Reichstag accepts your claim, you will be free from sanctions for these provinces, and you may eventually be able to become the legitimate owner.

What the Reichstag may do

a) Issue a Ban


At any time, no matter what Imperial Institutions have been created, the Reichstag may vote to place the Imperial Ban on a country holding territory illegally (excluding provinces under lien, custody, amnesty, or right of conquest).
If you are the one who initiated ban proceedings against another country (“Issue Imperial Ban”), you will first have to decide which country shall be the target of a ban (in case there is more than one that holds illegal territory).
If you are the target of ban proceedings, you will have a chance to use diplomacy to try and influence the vote in your favor, preventing a ban – but the same diplomatic means are also available to the country that initiated the vote.
Being placed under Ban carries a heavy penalty. The specific effects depend on whether your country is a member state of the Empire. Non-members will feel the sting of the diplomatic pressure, but have less to fear, internally. Member states will be more strongly affected, but will also gain prestige, as they are suddenly talked-about at Europe’s courts.


b) Call the Reichsexekution


Reichsexekution is the legalized use of force against a country found by the Reichstag to be in violation of Imperial Law. To be “placed under Reichsexekution” means to be declared in violation of Imperial Law. Once you have been placed under Reichsexekution, the Emperor, and many other countries besides him, can claim a casus belli against your nation for the purpose of conquering from you all illegally held territory, and returning it to its rightful owners.

The Reichstag can place under Reichsexekution a country currently under an Imperial Ban, if the institution of the Reichsexekutionsordnung (Imperial Force Law) has been created (petition “Reichsexekutionsordnung”).
If you are the one who initiated Reichsexekution proceedings against another country (“Allow Use of Force”), you will first have to decide which country shall be the target of these proceedings (in case there is more than one currently placed under a Ban).
If you are the target of Reichsexekution proceedings, you will have a chance to use diplomacy to try and influence the vote in your favor – but the same diplomatic means are also available to the country that initiated the vote.


c) Censure the Emperor


If the Emperor, himself, is guilty of illegal occupation of territory in the Empire, the Reichstag may censure him. If a motion to “Censure the Emperor” is passed, the Emperor may yet decide to redeem himself, by returning all illegally held land to its rightful owners. Otherwise, he will face worse consequences in the future.


d) Demand the Emperor’s Abdication


In the worst cases, where an Emperor has consistently flaunted Imperial Law, the Reichstag may demand that he give up the Imperial Crown. If a motion to “Demand the Emperor's Abdication” is passed, the Emperor will not be given an option – he will lose the crown. If you are the Emperor, it is best not to let it come to this.

What the Emperor and the Conveners of Imperial Circuits may do

a) Issue a Ban


If the Empire has passed the Reichsexekutionsordnung, the Emperor may issue a ban against a country by issuing a national directive, without even consulting the Reichstag. He may also be able to do this, if the Empire is Powerful, or if he has an hereditary title to the Imperial Crown.
Either way, he may only issue a Ban, if he is at least Respected, and if the Empire is at least Competent. In addition, any of the following will block the Emperor’s ability to issue a Ban:
- The Bundesakte (Act of Confederation) is in effect
- The illegally-held province for which a country is to be placed under the Ban is located in an Imperial Circuit with an active Convener; unless the Empire is at least Strong
- The Reichstag is currently voting on a petition to “Issue Imperial Ban” or “Allow Use of Force”

The Convener of an Imperial Circuit may issue a Ban by national directive, if a province in his Circuit is illegally occupied; and only against a country occupying a province in his Circuit. If the Empire is Powerful, or the Emperor is hereditary, the Convenvers will not be allowed to issue Bans, unless the Bundesakte (Act of Confederation) is in effect. A Convener can also never issue a Ban against a country that enjoys higher prestige than he.


b) Call the Reichsexekution


An Emperor who is admired or beloved can place a banned country under Reichsexekution, if the Empire has passed the Reichsexekutionsordnung, and the Empire is at least Capable. If the Reichsregiment or the Bundesakte is in effect, however, the Emperor loses this right.

A Convener with at least Remarkable prestige may also call the Reichsexekution by national directive, against a banned country illegally occupying a province in his Circuit. The passage of the Landfriedensordnung (Peace of the Realm) disables this ability, unless the Bundesakte (Act of Confederation) is in effect.


c) Send the Imperial Army


If the Empire is at least Weakened, the Emperor may send the Imperial Army to illegally-held provinces whose owner has been placed under Ban or Reichsexekution. He can give the order for troops of the Imperial Army to invade that province by sending a spy (the feared Darth Pretzel, and other Imperial Agents, are usually the ones tasked with such delicate missions).

A Convener can send the Imperial Army to a province in his Circuit, as well, by using a spy mission. The passage of the Landfriedensordnung (Peace of the Realm) disables this ability, unless the Bundesakte (Act of Confederation) is in effect.

What the Rightful Owner of an Illegally Occupied Province may do


a) Appeal to the Reichstag for Restitution


If someone illegally occupies a province of which we are the rigthful owner, we can petition the Reichstag to “Demand Restitution” of that province to us. If the institution of the Reichsgesetzbuch (Law Code) has been created, it is easier to initiate this petition.
If the Reichstag passes our petition, the illegal occupier will be asked to return the province to us. If he refuses, he will be placed under Imperial Ban, without further proceedings.


b) Appeal to the Reichskammergericht


Once an Imperial High Court (Reichskammergericht) has been created, we can appeal to that chamber to decree the restitution of one of our provinces. If the court finds in our favor, the province will be returned to us without further appeal; if it finds against us, however, the illegal occupier will become the new rightful owner. While it is easy to bring a case before the High Court, this chamber has a reputation for taking a long time to make decisions. During that time, no one can initiate Reichstag proceedings in regard to that province.

WAR

– if all legal and diplomatic means have been exhausted, there may be a war fought with the purpose of restoring territories to their rightful owners.

The Emperor can use the war aim “Restore [Province]” to restore individual provinces to their legitimate owners, if the institution of the Reichsexekutionsordnung (Force Law) has been created.
Which provinces may be targeted depends on the degree of legitimacy of the occupier’s claim, and on the institutions of the Empire:
Against provinces that are not an Integral Core of the illegal occupier, the Emperor and the local Convener, in whose Circuit the province is located, may always use this war aim.
If the illegal owner has been placed under Reichsexekution, the Emperor and the local Convener can use this war aim, even if the province is an Integral Core of the occupier.
If the institution of the Landfriedensordnung has been created; and if the Bundesakte has not been passed, the local Convener may never use this war aim, but the Emperor may always use it, independent of the core level of the occupier. Provinces held under lien, custody, right of conquest, or amnesty, are never subject to this war aim.

Once a country has been placed under Reichsexekution, the war aim “Reichsexekution” can be used against it, as soon as the Ban against it has expired. This gives the country a grace period of ten years to give in, and avoid military action, by petitioning to the Reichstag to “End the Reichsexekution”. If approved, this petition allows the petitioner to capitulate with honor, returning all illegally held land to the rightful owners.

If the country placed under Reichsexekution does not give in, the Emperor and any Convener may declare war with the war aim “Reichsexekution”. If the authorities of the Empire are victorious, the defeated offender must return all provinces to their legitimate owners – even those held under lien, custody, right of conquest, or amnesty.
If the institution of the Landfriedensordnung has been created; and if the Bundesakte has not been passed, Conveners may not use this war aim.

Now, if it pleases my liege, I shall take my leave and let him, in his endless mental capacity, figure out the meaning of all that I imparted. Fair ye well. (Aside: Cretin!)
Aptallığa ve cahilliğe tahammülüm yok.
 

Çevrimdışı Probang

Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #115 : 07 Ocak 2012, 14:14:01 »
Oynamış gibi konuşuyorsun.Göreceğiz ben pek umutlu değilim.
Sen farklı konuşuyorsun zaten ? Sende oynamış gibi konuşuyorsun. BF3 betası berbattı. Düzelttiler buda düzelecektir. :square:
« Son Düzenleme: 07 Ocak 2012, 14:14:23 Gönderen: Probang »
Steam

Ağlamayı bile sevmişiz seninle
 

Çevrimdışı Furkan Ali Tunca

  • Nizam-ı Cedid
  • *
  • İleti: 2642
  • Furkan Ali Tunca
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #116 : 07 Ocak 2012, 19:44:22 »
Bu şövalyelere neden bu kadar yüklenmişler?Onlara özel yazı var.
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P
 

Çevrimdışı Türkan

  • Roué
  • Paşa
  • *
  • İleti: 5250
  • Go ask Alice.
    • Profili Görüntüle
Magna Mundi Developer Diary #33 - Achievements
« Yanıtla #117 : 24 Ocak 2012, 09:27:12 »
ACHIEVEMENTS

Achievements in Magna Mundi are designed to celebrate the beating of certain direct game mechanics and all are attainable for all countries.

Achievements in Magna Mundi are splitted between three categories that signal the difficulty of being attained. Some achievements have a certain edge to them: for instance, it’s debatable if reaching the top level of corruption is a worthy thing to celebrate. But we are all soft hearted here and we deeply believe in such circumstances the troubles the player will face need an incentive in the form of a nice trophy!

Follows a list of Achievements, splitted by value:

Gold Achievements:


Fat Lion – Establish 5 monopolies at the same time
Golden Doge – Establish 80 merchants in Centers of Trade
Sacred Imperium – Own the following provinces: Rome, Thrace, Mecca, Karbala, Oudh, Yamashiro
Eureka! – Reach Knowledge level 50 in all fields
The World Owner – Own 300 provinces
Poker! – Stay at Harmony, while being Honorable, enjoying a Stellar administrative Efficiency and displaying an Exalted prestige. All at the same time

Silver Achievements:


Fat Tiger - Establish 3 monopolies at the same time
Golden Fist – Establish 50 Merchants in Centers of Trade
The Godfather – Reach 100% Corruption
Devoted Puppetmaster – Control the Pope
Stellar Attitude – Reach Exalted Prestige
Antichrist – Reach Abhorrent Status in reputation
Balanced Scientist – Reach at least level 40 in all Knowledge areas
The Match Maker – Keep 9 royal marriages at the same time
Powermonger – Own 150 provinces
As Pearls in a Necklace – Keep 10 vassals at the same time

Bronze Achievements:


Diligent Student – Finish 100 years of play of the tutorial
Fat Cat – Establish 1 monopolies at the same time
Golden Network - Establish 30 merchant houses in Centers of Trade
Il Maffiosi - Reach 50% Corruption
Sacred Realm – Control or own all the following provinces: Rome, Thrace, Mecca, Karbala, Oudh, Yamashiro
Sacred Wirepuller – Control 5 cardinals in the curia
Shinny Attitude – Reach Outstanding prestige
Scum of the Earth – Reach Deplorable Status in reputation
Framed Friend – Be Framed! 5 times in a game
The Specialist – Reach knowledge level 50 in a single knowledge area
Seven Dwarves – Control seven vassals
Aptallığa ve cahilliğe tahammülüm yok.
 

Çevrimdışı Die Spinne

  • Sipahi
  • *
  • İleti: 623
  • ????
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #118 : 24 Ocak 2012, 10:08:34 »
Oudh nerede? Hindistan'da falan mı?
Var mı dünyada günah işlemeyen söyle,
Yaşanır mı hiç günah işlemeden söyle,
Bana kötü deyip kötülük edeceksen,
Yüce Tanrı, ne farkın kalır benden, söyle.
 

Çevrimdışı Jay-Jay Okocha

  • Nizam-ı Cedid
  • *
  • İleti: 2809
    • Profili Görüntüle
Ynt: Magna Mundi Yapımcı Günlükleri
« Yanıtla #119 : 24 Ocak 2012, 11:31:36 »
Kerbela Şiilerin merkezi olarak mı alınmış?
Çevrenizden 3-5 kız bulun da getirin şu foruma