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Europa Universalis: Rome
We’ve been working hard the last couples of weeks, wrapping up the features
and heading into the bug fixing and balancing part of the development cycle. The
3d-city view was finalised, and you can now select view on any city of the world,
get a big screen and see what that city looks like. Of course, that view is not
automatically shown every time you select a province.
We have also spent a lot of time with the last remaining parts of the game,
like tutorials, various city views, a proper front-end, and finalising historical
databases. From now on, we’re feature complete and focusing most of our
time on testing and balancing the game. Diplomacy and Culture groups
One very important aspect of Rome is the way diplomacy is conducted.
To negotiate with another nation, you need to send a character off to do the
actual negotiation. This carries certain risk, as recipients may send back only
his head…
Culture-groups completely define how names are generated for that group of
people, and a lot of keywords can be used to create names. Culture-groups also
contain names of potential barbarians and specify which sub-cultures they contain
as well as a link to what graphical style they should use.
Civilisation and Colonisation
Every province has a civilisation value which describes how civilised it is.
This value increases over time if its neighbor or its trading province is more
civilized. Over time, civilisation will spread from the Mediterranean into the
Barbarian hinterlands. A wealthy ruler may decide to raise epic monuments to
their rule, boosting the civilisation value of the capital. Civilisation value
acts as a multiplier on research generation. So you’ll find that research
goes a little slower if you are a barbarian. The civilisation value of the Capital
also acts as a restriction on what inventions you can get. You will need a minimum
civilisation value to gain access to the inventions that boost the effectiveness
of heavy infantry, a barbarian country that raises Roman style heavy infantry
will not be as good as the real thing, they just don’t get it.
Civilisation value also influences colonisation. If the civilisation value
over the frontier increases and the barbarians are too weak, then the other
side of the frontier looks more attractive to settle in. A strong military governor
and defensive structures will boost this attractiveness. New colonies will start
to appear. Eventually the province will become civilised enough that the Barbarians
will be absorbed and become your people and the process will continue. Although
another way of looking at it is that regular expeditions to keep the barbarians
on the frontier in check will eventually lead to the advancement of your frontier.
We have a new system of calling events that is triggered directly from the
code as an action happens with the correct scope.
Until next time!
Johan Andersson
Head of Development
Paradox Interactive
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