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#1
Magna Mundi, le jeu !
04-02-2010, 13h04
Le trailer :
[YOUTUBE]jgPg3Wp1z_Y[/YOUTUBE]
Journal des développeurs numéro 23 :
Spoiler:
Admirals, Ports and Fleets
Concept:
Our objective is to create a naval system that reflects the true strategic constraints faced by countries at the time. Range, Technology, Country Traditions, advisors, commanders, infrastructure and geographic features define the true capabilities of a country in naval matters.
Ports will have a maximum capability for servicing ships
MECHANICS
New Rating Parameters: All Admiral stats will be given in a rating between 1 and 9, so all new admirals will be generated using such stats.
Potential Stats:
All Admirals will have potential stats. These remain hidden for the whole game and represent the maximum level attainable by such Admiral.
A Fleet neatly described
CALCULATING STATS
1. Roll D6 for the Stats Generation Roll:
• +1 per 10 points of naval tradition
• +1 per each naval National Ethos
• +1 per each naval policy level
• -1 per each land 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_naval_manuever = x) should increase by 1 the FI scale for the roll pertaining the relevant stat.
4. To find Current Stats a D3 roll is made. If the roll is 1 or 2, the current stat drops one and roll again. If the roll is 3, the current value is then found. That shall be done individually per stat.
5. To determine Admiral cost and who commands a battle when more than a fleet is present, roll for Admiral Rank:
1 - Commander
2 - Captain
3 - Commodore
4 - Rear-Admiral
5 - Vice-Admiral
6 - Admiral
A merchant ship manned by honest, friendly and very competent mariners, always willing to deliver the best products to the customers. Yes, it's really Team Magna Mundi Ship!
6. To add flavour to each Admiral they can have special traits. A first roll is made to determine how many traits the Admiral has:
50% - 0 Traits
30% - 1 Trait
15% - 2 Traits
5% - 3 Traits
A nice view of Renascence's Venice...
List of traits and effects (chance is the same for all traits):
Master Navigator – Adds 20% to the travelling speed of each ship in his fleet.
Poor Navigator – Subtracts 20% to the travelling speed of each ship in his fleet.
Charismatic – 20% to morale in combat
Dull - -20% to morale in combat
Lucky – Better rolls in all combat rounds
Unlucky – Worse rolls in all combat rounds
Sharpshooter - +10% damage to enemy ships from ranged
Lousy Shooter - -10% damage to enemy ships from ranged
Resourceful – Repairs all ships between 0 and 5% per combat round
Artless – ships damaged 1% minimum per month at sea and per round of combat.
Cunning - +5% Naval Discipline to the fleet
Naive - -5% Naval Discipline to the fleet
Organized - +5% repair per month at port, troop loading/unloading 25% faster
Disorganized - -5% repair per month at port, troop loading/unloading 25% slower
Patriotic – Costs half monthly
Corrupt – Costs double monthly
Admiral Ratings: Admirals have Shock, Fire, Maneuver and Strategic Rating.
Shock influences the boarding actions, fire influences ranged combat, Maneuver influences positioning and reduced effects from attrition and Strategic influences maximum number of ships commanded without penalty and maximum number of transport squadrons commanded.
Ships being built and infrastructure for better admirals in a Portuguese province
Strategic Rating: The Strategic rating of the Admiral defines how many fleets can the Admiral command in battle. Each point of Strategic Rating allows the admiral to command 1 fleet.
The Strategic rating of the Admiral also limits the number of Transport Squadrons a fleet can contain. Thus, an Admiral with 2 Strategic can only have in its fleet 2 transport squadrons, meaning the transport of 2000 men at most.
Port Capacity: Ports have a stat called Port Capacity. This represents the service capability of ports and increase with the port considered. Each Capacity level allows the servicing of 10 ships. If more ships are present at port, repair rates fall to 0% and all fleets morale drops to 50% of the normal value even if all ships can be kept safe inside the port.
Fleet Size: Fleet maximum size is dependent on the number of Naval Country Traditions of the nation. At the least, this means more ships can be brought to combat in a single spot if a country is more naval oriented (and if it built the ships first, of course!). At most, picking more naval traditions increase all other naval statistics of a country, enabling it to rule the waves.
Ops! not enough Traditions to merge the two fleets into a bigger one. At this level, each Portuguese fleet can only hold 15 ships.
Maximum Number of Admirals and Appointments: The maximum number of admirals in the pool is given by the MIL rating of the ruler and is added to the generals of the country. Each country gets one free Admiral (and one free general) independently of the MIL rating of the ruler. If the ruler changes and the new rating is lower than the present number of Admirals+Generals, those Commanders are kept until they retire/die and reduce in number to enable the appointment of new ones.
Appointing Admirals will be free but they’ll cost a monthly sum similar to Generals and Advisors. Each appointment will be done at a coastal core mainland province and no other admiral can be recruited from there for some time. The Military Naval Institutions present (a building line) will modify the quality of the Admiral appointed.
FAQ Officielle (anglais) :
Spoiler:
Q: What is Magna Mundi?
A: It's a grand strategy game set between 1453 and 1815 where the player will lead its country and attempt to make it successful by pursuing different policies: Diplomacy, Trade, Economic hegemony, internal development, Knowledge, subterfuge and of course, warfare. But no area clearly takes more importance over any other. You can be a very successful peaceful merchant avoiding wars as your military is weak or a feared conqueror whose challenge is on how to properly organize your own country to manage your newly acquired provinces.
All this while experiencing a dynamic story, never equal, adapted to the region your country is in, its historical setting, culture and international politics.
Q: When is the game going to be released?
A: Q1 2012
Q: Will there be a demo?
A: Yes
Q: There is a mod going by the same name. Is this a mod turned game by adding a couple of features and some new graphics?
A: No. We redid most of the mechanics while adding many new game concepts. We feel at ease to point you to the
Developer Diaries
where you can see how the game is indeed original.
Q: How many countries are featured?
A: More than 400. The real asset is not the number of countries, instead on how they are fleshed out. If you play a country in central Europe, you'll have a very different game than if you play one of the traditional colonizers. Which in turn will experience a different game than if playing a Muslim country close by, as Morocco. Speaking of Morocco, thew challenges are very different than playing another fellow Muslim country like Turkey, the only Muslim country that will start fully modernized and ready to place in check a future European hegemony. Now, what about one of the Tribal countries like the Golden Horde? Again, differences are enormous...and lets not talk about Africa, the far east, India or South America, where in this latest case, primitive civilizations will be on a race against time to modernize as much as they can to try to sustain the European juggernaut that will probably arrive sooner or later...
Open bêta et informations :
Spoiler:
Hey Folks!
We are pleased to announce that 2012 is going to start with a loud POP Magna Mundi wise!
On
January 1st
we will be releasing a beta version of Magna Mundi for public testing. We expect to get the kind of feedback that allow us to present a good product, playable from release.
We are in this position thanks to you.
In fact, we are just Paradox fans like you, a bunch of amateurs who happen to be friends and who discuss passionately each detail of Gameplay going into the game... and then implement it. We hope our honesty, our dedication and our skills merit your choice when further down Q1 2012 the game is released.
At the end, we are just one of you. We came from the fan base and we continue to be fans with a passion for strategy gaming. We will not wrong you and we will not let you down.
Enjoy,
Features
Over 400 playable countries spanning more than 300 years of history
Open-ended and challenging gameplay that is always different but plausible
Play all over the world, experiencing different challenges depending on culture, religion, technology, geography, and much more
Experience modeled historical processes that evolve dynamically each game, building a believable narrative
Brought to you by a team of specialists including historians, anthropologists, and strategy analysts
Built on the critically acclaimed Clausewitz engine from Europa Universalis III
C'est sûr, l'équipe de Magna Mundi, mod reconnu pour Europa Universalis III, a commencé depuis octobre le developpement d'un jeu.
Ce qui est sur :
- il utilisera le moteur de Eu3
- il sortira en 2011
- des fonctions simul?es par des events seront d?sormais cod?es dans le jeu
- le jeu commencera en 1453, après la chute de Constantinople
Voil? l'annonce officielle :
Magna Mundi
will bring open-ended challenging gameplay that spans over 300 years, as players will be able to relive key events that shaped the modern world. Starting with the Fall of Constantinople, travel in time throughout formative periods in modern history, such as the Renaissance, the Reformation, and the Colonial Era. Play as over 300 countries and relive the excitement of the fight for American independence and the French Revolution when Magna Mundi is released 2011.
Dernière modification par
Zamensis
,
05-09-2011, 03h16
.
Stilgar
Artiste compris
Fan de Clausewitz
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#2
08-03-2010, 13h04
Tu aurais quelques news ?
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bkkk
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#3
09-03-2010, 10h58
L'interview avec Carlos Gustavo (alias Ubik) :
http://www.youtube.com/watch?v=hZiwrmTs0aU
Le premier dev diary :
http://www.europa-universalis.com/fo...d.php?t=459637
Les informations sont n?anmoins donn?es au compte-gouttes.
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Pierrus21
Vétéran roublard
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#4
15-06-2010, 06h42
Cool, encore faudrait-il que je puisse tester le mod sur EU3 qui ne marche pas chez moi(probl?me de version?)
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#5
04-09-2011, 17h28
Des nouvelles du jeu :
Journal des développeurs numéro 23 :
Spoiler:
Admirals, Ports and Fleets
Concept:
Our objective is to create a naval system that reflects the true strategic constraints faced by countries at the time. Range, Technology, Country Traditions, advisors, commanders, infrastructure and geographic features define the true capabilities of a country in naval matters.
Ports will have a maximum capability for servicing ships
MECHANICS
New Rating Parameters: All Admiral stats will be given in a rating between 1 and 9, so all new admirals will be generated using such stats.
Potential Stats:
All Admirals will have potential stats. These remain hidden for the whole game and represent the maximum level attainable by such Admiral.
A Fleet neatly described
CALCULATING STATS
1. Roll D6 for the Stats Generation Roll:
• +1 per 10 points of naval tradition
• +1 per each naval National Ethos
• +1 per each naval policy level
• -1 per each land 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_naval_manuever = x) should increase by 1 the FI scale for the roll pertaining the relevant stat.
4. To find Current Stats a D3 roll is made. If the roll is 1 or 2, the current stat drops one and roll again. If the roll is 3, the current value is then found. That shall be done individually per stat.
5. To determine Admiral cost and who commands a battle when more than a fleet is present, roll for Admiral Rank:
1 - Commander
2 - Captain
3 - Commodore
4 - Rear-Admiral
5 - Vice-Admiral
6 - Admiral
A merchant ship manned by honest, friendly and very competent mariners, always willing to deliver the best products to the customers. Yes, it's really Team Magna Mundi Ship!
6. To add flavour to each Admiral they can have special traits. A first roll is made to determine how many traits the Admiral has:
50% - 0 Traits
30% - 1 Trait
15% - 2 Traits
5% - 3 Traits
A nice view of Renascence's Venice...
List of traits and effects (chance is the same for all traits):
Master Navigator – Adds 20% to the travelling speed of each ship in his fleet.
Poor Navigator – Subtracts 20% to the travelling speed of each ship in his fleet.
Charismatic – 20% to morale in combat
Dull - -20% to morale in combat
Lucky – Better rolls in all combat rounds
Unlucky – Worse rolls in all combat rounds
Sharpshooter - +10% damage to enemy ships from ranged
Lousy Shooter - -10% damage to enemy ships from ranged
Resourceful – Repairs all ships between 0 and 5% per combat round
Artless – ships damaged 1% minimum per month at sea and per round of combat.
Cunning - +5% Naval Discipline to the fleet
Naive - -5% Naval Discipline to the fleet
Organized - +5% repair per month at port, troop loading/unloading 25% faster
Disorganized - -5% repair per month at port, troop loading/unloading 25% slower
Patriotic – Costs half monthly
Corrupt – Costs double monthly
Admiral Ratings: Admirals have Shock, Fire, Maneuver and Strategic Rating.
Shock influences the boarding actions, fire influences ranged combat, Maneuver influences positioning and reduced effects from attrition and Strategic influences maximum number of ships commanded without penalty and maximum number of transport squadrons commanded.
Ships being built and infrastructure for better admirals in a Portuguese province
Strategic Rating: The Strategic rating of the Admiral defines how many fleets can the Admiral command in battle. Each point of Strategic Rating allows the admiral to command 1 fleet.
The Strategic rating of the Admiral also limits the number of Transport Squadrons a fleet can contain. Thus, an Admiral with 2 Strategic can only have in its fleet 2 transport squadrons, meaning the transport of 2000 men at most.
Port Capacity: Ports have a stat called Port Capacity. This represents the service capability of ports and increase with the port considered. Each Capacity level allows the servicing of 10 ships. If more ships are present at port, repair rates fall to 0% and all fleets morale drops to 50% of the normal value even if all ships can be kept safe inside the port.
Fleet Size: Fleet maximum size is dependent on the number of Naval Country Traditions of the nation. At the least, this means more ships can be brought to combat in a single spot if a country is more naval oriented (and if it built the ships first, of course!). At most, picking more naval traditions increase all other naval statistics of a country, enabling it to rule the waves.
Ops! not enough Traditions to merge the two fleets into a bigger one. At this level, each Portuguese fleet can only hold 15 ships.
Maximum Number of Admirals and Appointments: The maximum number of admirals in the pool is given by the MIL rating of the ruler and is added to the generals of the country. Each country gets one free Admiral (and one free general) independently of the MIL rating of the ruler. If the ruler changes and the new rating is lower than the present number of Admirals+Generals, those Commanders are kept until they retire/die and reduce in number to enable the appointment of new ones.
Appointing Admirals will be free but they’ll cost a monthly sum similar to Generals and Advisors. Each appointment will be done at a coastal core mainland province and no other admiral can be recruited from there for some time. The Military Naval Institutions present (a building line) will modify the quality of the Admiral appointed.
FAQ Officielle (anglais) :
Spoiler:
Q: What is Magna Mundi?
A: It's a grand strategy game set between 1453 and 1815 where the player will lead its country and attempt to make it successful by pursuing different policies: Diplomacy, Trade, Economic hegemony, internal development, Knowledge, subterfuge and of course, warfare. But no area clearly takes more importance over any other. You can be a very successful peaceful merchant avoiding wars as your military is weak or a feared conqueror whose challenge is on how to properly organize your own country to manage your newly acquired provinces.
All this while experiencing a dynamic story, never equal, adapted to the region your country is in, its historical setting, culture and international politics.
Q: When is the game going to be released?
A: Q1 2012
Q: Will there be a demo?
A: Yes
Q: There is a mod going by the same name. Is this a mod turned game by adding a couple of features and some new graphics?
A: No. We redid most of the mechanics while adding many new game concepts. We feel at ease to point you to the
Developer Diaries
where you can see how the game is indeed original.
Q: How many countries are featured?
A: More than 400. The real asset is not the number of countries, instead on how they are fleshed out. If you play a country in central Europe, you'll have a very different game than if you play one of the traditional colonizers. Which in turn will experience a different game than if playing a Muslim country close by, as Morocco. Speaking of Morocco, thew challenges are very different than playing another fellow Muslim country like Turkey, the only Muslim country that will start fully modernized and ready to place in check a future European hegemony. Now, what about one of the Tribal countries like the Golden Horde? Again, differences are enormous...and lets not talk about Africa, the far east, India or South America, where in this latest case, primitive civilizations will be on a race against time to modernize as much as they can to try to sustain the European juggernaut that will probably arrive sooner or later...
Open bêta et informations :
Spoiler:
Hey Folks!
We are pleased to announce that 2012 is going to start with a loud POP Magna Mundi wise!
On
January 1st
we will be releasing a beta version of Magna Mundi for public testing. We expect to get the kind of feedback that allow us to present a good product, playable from release.
We are in this position thanks to you.
In fact, we are just Paradox fans like you, a bunch of amateurs who happen to be friends and who discuss passionately each detail of Gameplay going into the game... and then implement it. We hope our honesty, our dedication and our skills merit your choice when further down Q1 2012 the game is released.
At the end, we are just one of you. We came from the fan base and we continue to be fans with a passion for strategy gaming. We will not wrong you and we will not let you down.
Enjoy,
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frgo
Tacticien incompris
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#6
05-09-2011, 08h16
Leur projet commence à bien m'intéresser.
Au début j'étais assez dubitatif, n'étant pas un grand fan du mod éponyme pour EU3 et craignant que le jeu ne soit pas grand chose d'autre que le mod inscrit dans le code d'EU3, mais force est de reconnaître qu'ils vont introduire pas mal de changements très intéressant.
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Stilgar
Artiste compris
Fan de Clausewitz
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#7
20-09-2011, 09h20
La suite du précédent journal de développement sur les concepts maritimes. De quoi redonner un intérêt à ces batailles navales je trouve :
Spoiler:
NAVAL SYSTEM – NAVAL WARFARE (2 of 2)
Concept: Welcome to Naval Combat in Magna Mundi! Naval combat mechanics in the game serve two purposes: to create a structured battle sequence and to capture the imagination of players while it unfolds.
MECHANICS
Sequence of Play: Below are the steps necessary for fleets to engage in naval combat. We will then go over each step and detail them thoroughly.
I. MOVEMENT
II. DETECTION
III. COMBAT
IV. CONCLUSION
I. MOVEMENT
Combat can only happen when at least two enemy fleets move to the same sea province
II. DETECTION
After step I is fulfilled, the engine must check if the enemy fleets detect each other.
The detection roll is made when a new fleet enters the sea zone and once a month for a single country with fleets in the seazone thereafter. Consider all ships of a country present in a seazone independently of the number of fleets in order to find the modifiers to chance of detection.
Upon entering a seazone a fleet rolls against all the enemy fleets present one by one. Neutral, Friendly and owned fleets are immediately revealed on the map (no rolls necessary).
When detection occurs, both sides will reveal themselves completely, meaning, all enemies of the detecting fleet will form in one line and all friends of the detecting fleet in another. If a fleet is enemy of BOTH sides it will remain neutral for the whole combat.
If a third party fleet is allied with BOTH contenders, it will also remain neutral for the whole combat.
CHANCE OF DETECTION (one roll per side)
Aggressive Commander +xx%
Cautious Commander -xx%
Per Picket (up to 10) +xx%
Less than 10 Ships -xx%
More than 19 Ships +xx%
Lack of Pickets (*) -xx%
Ocean -xx%
Coastal +xx%
Own Coastal +xx%
(*) – The sum of transport squadrons + Ranked Ships + Galleys are the majority of ships in the engagement on a fleet.
No modifier can be higher than 95% neither lower than 5%
With this step, if a battle ever happens, a side is going to be declared the Detector and the other side the Detected.
STRATEGIC LEADERSHIP
The highest ranking Commander of the nationality of the countries directly involved (Detector and Detected) takes control over each side and will pick as many fleets for battle as their Strategic Rating. So, a commander with Strategic Rating 6 may call on 6 fleets on the same location to the combat. Fleets are always picked in terms of number of ships per fleet. Thus, biggest fleets will be picked first.
Moreover, depending the number of naval NE’s picked, each fleet of a country can have a certain maximum of ships:
0 Naval NE’s 10 Ships
1 Naval NE’s 15 Ships
3 Naval NE’s 20 Ships
5 Naval NE’s 40 Ships
III. COMBAT
After Detection is successful, combat is engaged.
1. STRATEGIC INITIATIVE: The Commanding Admiral of the Detector side that successfully performs a detection will then roll first to check for strategic initiative. Roll D10. If the value is lower or equal than the present Strategic Rating of the Admiral in charge, the Detector side achieves Strategic Initiative. A value of 10 always fail. Unlucky Admirals add 1 to the roll. Lucky Admirals Subtract 1. Cunning Admirals subtract 1 to the roll. Naïve Admirals add 1 to the roll.
It is perfectly possible that no side gains the strategic initiative.
2. WIND GAUGE: To find who will have the Wind Gauge, the Tactical Rating of the Commanding Admirals will then be tested. First Admiral to test is the one who achieved Strategic Advantage. If there is none, it’s the one with better Maneuver Rating. Finally, if tied, it is the Commanding Admiral of the Detector side.
Roll D10. If the value is lower or equal than the Maneuver Rating, this side benefits from the Wind Gauge. A natural value of 10 always fail. If the roll fails it is the time for the enemy side, using the stats of the Commanding Admiral, to test. The side with Strategic Initiative subtracts 2 from the roll. Lucky Admirals subtract 1 in the roll. Unlucky Admirals add 1 to the roll. Cunning Admirals subtract 1 in the roll. Naïve Admirals add 1 to the roll.
It is perfectly possible that no side gains the wind gauge.
3. COMBAT ROUND:
• The side that won Strategic Initiative gets +xx% bonus to fire
• The side that won Wind Gauge gets +xx% to fire
• Each fleet commander ratings are used per fleet during the combat phase, not the Commanding Admiral of the side.
• Fire ratings are always used for Fire phase
• Shock Ratings are always used for Shock phase
• Lucky Commanders get +x% to hull points in damage calculus and +x% to fire
• Unlucky Commanders get -x% to hull points in damage calculus and -x% to fire
• Aggressive Commanders get +x% to fire and -x% to hull points in damage calculus.
• Cautious Commanders get -x% to fire and +10% to hull points in damage calculus.
• Sharpshooter Commanders get +x% to fire during fire
• Lousy shooter Commanders get -x% to fire phase.
• Courageous Commanders take +x% morale from the enemy per round
• Coward Commanders take –x% morale from the enemy per round
• Maneuver rating of the commander of the target ship will increase by x% per Maneuver point the hull of the ship in damage calculus
4. END COMBAT ROUND: Some actions need to be performed after each round of combat.
• Resourceful Commanders repair ships x-y% if ships <z% of condition.
• Artless Commanders damage ships x-y% if ships <z% condition
• Both sides make a check if they try evasive action or not. If both sides decide to Retreat its automatic. If not, the Commander of the side makes a counter roll. The enemy Commander Admiral subtracts his Maneuver from the Maneuver of the Commanding Admiral attempting to retreat. This is the target number. If in a roll of D10 the number rolled is equal to or less than the target number, that side escaped combat and is now retreating to another area automatically with 25% speed bonus and 25% bonus directly added to morale. A roll of 10 always fails and a roll of 1 always succeeds. Attempting to disengage having Strategic Initiative gives +1 bonus to target number. Having won the wind gauge gives +2. A failed evasive action means the entire side will fight at -x% to fire and -x% to hull for the rest of the battle. It also carries a penalty of 1 (subtracts 1) to target number on future evasive actions by the side.
• Check morale on both sides. If a side is 0, it retreats at normal speed and without the morale bonus.
Finally, what is happening during the battle is going to be displayed in a report for the player to follow the incidences.
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#8
02-10-2011, 17h50
Journal n°25 : le système commercial
Spoiler:
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.
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#9
15-10-2011, 09h33
J'ai pas trop compris, ce sera un stand-alone ?
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#10
15-10-2011, 09h50
Oui tout à fait. C'est un mod créé initialement pour Europa Universalis 3 qui va être commercialisé par Paradox, comme Darkest Hour pour HOI 3 par exemple.
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#11
15-10-2011, 13h54
Ok, merci.
(enfin un stand-alone sur clausewitz
)
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#12
15-10-2011, 22h12
Voici le 26ème journal de développement du jeu, consacré au modding :
Spoiler:
This week's Developer Diary is dedicated to the extensive work that has gone into scripting
Magna Mundi
. As we are about to lift a few veils, let me begin by introducing myself. I am Lars Maischak, aka Helius, and I am the Script Team Leader of
Magna Mundi
. I hold a PhD in History, and teach at a state college in California.
While this Developer Diary (and subsequent ones on the topic of scripts) will be informative for all players, especially modders will enjoy seeing some previews of the greatly-expanded potential for making this game into the sandbox of your dreams. Today, we shall start with a broad introduction.
Making
Magna Mundi
, the mod, into a game in its own right posed some challenges for the developer team. As is the nature of a mod, all our work consisted of scripts. For the benefit of any layperson who may have strayed into this thread,
“scripts”
are the instructions to the game’s engine, contained in easy-to-edit text files. The
“engine”
, on the other hand, is the machine at the heart of the game, the hard-coded mechanisms contained in the exe-file – off-limits to modders.
As modders, David, Carlos and I had created several megabytes worth of scripts. Catholic Church, Holy Roman Empire, Barbary Pirates and other sub-systems of the mod each required complex systems of code that used sometimes ingenious, but more often awkward work-arounds to make the monolithic
Europa Universalis
engine do our bidding.
When
Magna Mundi
became a game, we acquired access to the source code of the engine. Now, the only limit to our ability to make it do our bidding was the skills of the programmers who set to work on it. From the beginning, the team’s approach had been to make unnecessary the scripts we had so painstakingly developed over the years, by instead having the engine do what the scripts had initially been intended to accomplish.
To give an example, the mod had introduced the concept of
administrative efficiency
, a mechanic brilliantly abstracted by Alvya more than three years ago that later on was scripted into the mod. A country receives bonuses if its administration – the capability of the ruler and advisors, and the traditions, institutions and policies of the country – is up to the task of ruling over the territory under its control, taking into account the specific challenges posed by ruling over ethnic or religious minorities; and penalties if it is not.
In the mod, a dance of code so complex that it makes the Lindy Hop look like a Viennese Waltz was required. Every so often, all the factors that determine administrative efficiency were invited into a ‘maintenance event’ that happened in the background, away from the attention of the player, where they swirled around until they produced, for every country in the world, one administrative efficiency ranking, each. This event could cause lag on slower systems; and even on fast ones, it clearly took up computational resources that could be used for other purposes, if freed up.
Administrative efficiency became one of the first scripts, then, that was
‘ported to the engine’
, if you pardon the use of jargon. What our scripts had done awkwardly and at intermittent intervals, the engine now does elegantly and instantly.
As this example shows, the primary task of the scripting team, at least at the outset, was to make redundant the old scripts, inherited from the mod. Scripts in
Magna Mundi Ultimate
(all events, decisions, and mission), the last version of the mod, comprised 23.5 MB in 221 files. In
Magna Mundi
, the game, at the current stage of development, there are scripts of just 12.9 MB in 232 files. This is a sign of tremendous success. While it may sound odd to advertise that we have less voluminous scripts in the game than in the mod, it should be evident from what I said before that in this case, less is more.
For one thing, the sheer numbers mask an important improvements for those on the team who are concerned with scripts - many things that the EUIII engine handled internally are now
'exposed to script.'
That means that, while the engine crunches the numbers, the scripts tell it how to do so. Since the engine is more efficient than scripts at pure computation, this means that scripts can get smaller, while getting more things done in the same time.
One example of things being 'exposed to script' that you will know from EUIII is the file common/defines.txt. Here, things like the cost of sending a merchant or missionary, the size of a garrison, and the speed of travel of military units are defined, and can be easily changed by the user.
In
Divine Wind
, the latest installment of the
Europa Universalis
series, the file defines.txt has fifty-six entries - that means that fifty-six values in the game can be easily tweaked by the user.
In
Magna Mundi
, more than four hundred values and factors can be easily adjusted by the user in defines.txt:
More than 400 different values and factors for any player, independent of his skill to just tweak - Here you can check variables affecting different types of combat
The same file, in the section that deals with factions... lots of things to tweak!
Beyond that, formulas that were hidden away in the engine are now out in the scripts, where we can tweak them until the cows come home, or the game is released; whichever happens sooner:
Check here the definition of loans. You can create how many you wish, with whatever conditions you want! Yes, this is Magna Mundi and we WANT YOU TO BEAT US AT OUR GAME: DESIGN IT BETTER!
If you have been following the previous Developer Diaries, you will have noticed that not only have we retained and improved upon all the tried and true systems we had thought up for the mod, but added more content than before. Much of that added gameplay complexity, narrative density, and immersive depth is possible because of this fundamental overhaul the engine has received. And based on that overhaul, the script team has been able to add bells and whistles to the overall experience of
Magna Mundi
.
In the process, what had resembled Frankenstein’s Monster – a creature cobbled together of many disparate parts of uneven provenance – has been turned into a handsome creature whose coming-to-life, sometime early next year, none have to fear, and many will celebrate.
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#13
27-11-2011, 16h30
Petite mise à jour après quelques temps : le 29è journal est disponible.
Spoiler:
Country Traditions
In Magna Mundi Country Traditions can be seen as the cornerstones of a country interests and influences. They act as powerful and influent modifiers that give a particular flavor to each country and help the player customize it to his own play style. There are 40 different traditions available, and given some special limitations, they can be combined however you desire, as long as your knowledge level supports the addition of new traditions.
Tradition Categories
There are five categories of traditions
- Land,
- Colonial
- Naval
- State
- Culture/Religion
Each category has a specialized tradition that is even more powerful and that can only be attained if 4 Traditions from the same category have been previously picked. Whether sacrificing general benefits for specialized benefits is worth it will depend on the circumstances and goals you have during each game.
Changing Country Traditions Previously picked
In Magna Mundi, Country Traditions are not a disposable tool to be swapped at the whims of the player and without serious consequences. This means that swapping country traditions will cause serious problems in the country, while your entire social structure is trying to adapt to a new paradigm and a shift in ethos. The instability will probably last more than a decade, approaching two in many cases and its consequences range from a continual loss of stability, to several side effects, which go from lower merchant effectiveness to a poor disposition to fight, or many others. At worst, it may lead to a civil war.
With such a radical decision, it must be noted the Administrative skill of the ruler will greatly influence the whole endeavor. So, the players are well advised to wait for an administrative genius before changing a Country Tradition. Consequences can be minimized this way.
To mitigate these consequences, a player may elect to spend gold or favours through all the social classes of the country in a wide number of situations. This increases the probabilities of assimilation quicker and softens the consequences of such radical action.
Please understand that throwing all the money in the world at the problem and having a great administrative ruler does not necessarily prevent the more unpalatable consequences of changing a Country Tradition. But It definitely improves your chances. Conversely, swapping a Country Tradition while an halfwit is in charge of the country does not guarantee grave consequences. The potential for disaster is however, much bigger…
List of Traditions
(underlined the Specialized Tradition)
Land Traditions
- Professional Leadership
- Engineer Companies
- Expanded Companies
- Trained Regiments
- Elite Regiments
- Conscription
- Superior Organization
-
Army Supremacy
Naval Traditions
- Master Shipbuilding
- Seafaring Tradition
- Naval Fighting Instruction
- Modular Shipbuilding
- Commerce Raiders
- Experienced Mariners
- Oceanic Navigation
-
Naval Supremacy
Colonial Traditions
- Fortune Seekers
- Pioneers
- Colonial Establishment
- Dedicated Colonial Administration
- Trade Acumen
- Daring Traders
- Guild Privileges
-
Mass Exploration and Colonization
State and Business Traditions
- Bill of Rights
- Civil Service
- Cabinet
- Espionage
- Central Bank
- Internal Security
- National Trade Policy
-
Republican Ideals
Culture Traditions
- Mandatory Religious Services
- Religious Dogmatism
- Divine Dominance
- Humanist Tolerance
- Artistic Patronage
- Ecumenism
- Revolutionary Ideals
-
Scientific Revolution
http://forum.paradoxplaza.com/forum/...try-Traditions
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#14
30-12-2011, 18h25
On saute une édition et c'est le 31è journal qui est disponible. Je vous le copie ici. Il s'attarde donc sur l'ordre de St Jean de Jérusalem, qui interviendra dans la vie du joueur à différents moments : en lui donnant des missions, des conseillers, en étant un organe indépendant et concernant les pirates. Une réelle innovation si l'on compare avec l'inexistence des ordres dans Europa Universalis III.
Magna Mundi Developer Diary #31 -The Knights of St. John
Spoiler:
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.
Et le 30è également, qui lui se concentre sur les pirates en Méditerranée.
Magna Mundi Developer Diary #30 - Mediterranean Piracy
Spoiler:
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!
The perfect excuse for any honest Christian to become a pirate
A great "prize"!
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!
He will be a nice guest, for sure!
Helping the pirates, Christian style... while having a cut from the profits, of course!
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.
With so treacherous brothers in faith perhaps its time to find new friends?
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.
Different paths for the country, different consequences for the region
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…
All went well this time...
Sometimes things doesn't go as well...
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!
Bold? Realist? Weak? Just? Pick your poison...
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.
Manipulators, puppetmasters... all are evil but only a few know how to play the role
Lets coerce these ones into a life of piracy!
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!
Some fear him, others consider him an Hero... dualities of History
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#15
30-12-2011, 18h42
Oula, ça a l'air compliqué quand même
Moi j'aime bien le côté causual de EU3
*sort*
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