Europa Universalis
: czwartek, 14 czerwca 2018, 13:47
Tymczasem również główna gra Paradoxu wraca do korzeni. Nie ma to być reedycja tej gry z lat 90., ale zupełnie nowy produkt.
https://www.pcgamer.com/the-europa-univ ... a-monster/
Skoro nie CK, istotnie wyglądające mocno RPGowo, to może to:
"The real impression I can give you is that it’s going to be a monster. You can know that from its stated design goal of a 4-6 hour play time depending on scenario: which, if it’s anything like most games of its type, will be more like 8.
[...]
The initial setup will be determined by scenarios, like the one I played with France, England, Castile, and Austria. Another, for example, might be five players, with Austria, Muscovy, The Ottoman Empire, and Poland-Lithuania, maybe adding Sweden for a sixth. Though the game will include eight or more nations playable, the intention is for six players to be the maximum—based on scenario. No matter the setup, it's more like a historical 4X than a square-off-and-fight wargame. It maintains the empire-building aspects of Europa Universalis, requiring you to improve relations with neutral neighbor nations, ally with them, and absorb them through marriages, personal unions, or demonize them and line up some justified wars. That means there’s an early game, where players draw lines of influence and power; a middle, where they build up armies, trade, and colonize; and a late game, where players start trying to take each other down.
[...]
Turn actions and history are driven by a four decks of cards. Three of those correspond to Europa Universalis IV’s monarch points: Diplomacy, Administrative, and Military. Those cards had both actions and characters on them, people you’d play to be your country’s next king or general or economist, so choosing whether to use a valuable royal marriage card to secure an ally was hard when it was also a diplomatic genius you’d like to sit on your country’s throne.
The other deck, events, is a mandatory draw and play each round—these are the random historic events, things like nonspecific plagues or religious turmoil, or even such specifics as the Iberian Wedding uniting the crowns of Castile and Aragon into the Kingdom of Spain. These events are divided into four sections, each corresponding to one of Europa Universalis IV’s ages: Discovery, Reformation, Absolutism, and Revolutions. Which cards are used would correspond to which scenario you’re playing. Events were one of the real sources of chaos in the demo I played, forcing players to time a bad thing for themselves and others at the least bad time during the round. Playing your event early was key, because it allowed you to stop taking actions and pass for the round—netting you some sweet, sweet bonus cash. "
Co o tym sądzicie?
Ma być jeszcze Hearts of Iron, bardziej wojenna, ale póki co nic o niej nie widziałem.
https://www.pcgamer.com/the-europa-univ ... a-monster/
Skoro nie CK, istotnie wyglądające mocno RPGowo, to może to:
"The real impression I can give you is that it’s going to be a monster. You can know that from its stated design goal of a 4-6 hour play time depending on scenario: which, if it’s anything like most games of its type, will be more like 8.
[...]
The initial setup will be determined by scenarios, like the one I played with France, England, Castile, and Austria. Another, for example, might be five players, with Austria, Muscovy, The Ottoman Empire, and Poland-Lithuania, maybe adding Sweden for a sixth. Though the game will include eight or more nations playable, the intention is for six players to be the maximum—based on scenario. No matter the setup, it's more like a historical 4X than a square-off-and-fight wargame. It maintains the empire-building aspects of Europa Universalis, requiring you to improve relations with neutral neighbor nations, ally with them, and absorb them through marriages, personal unions, or demonize them and line up some justified wars. That means there’s an early game, where players draw lines of influence and power; a middle, where they build up armies, trade, and colonize; and a late game, where players start trying to take each other down.
[...]
Turn actions and history are driven by a four decks of cards. Three of those correspond to Europa Universalis IV’s monarch points: Diplomacy, Administrative, and Military. Those cards had both actions and characters on them, people you’d play to be your country’s next king or general or economist, so choosing whether to use a valuable royal marriage card to secure an ally was hard when it was also a diplomatic genius you’d like to sit on your country’s throne.
The other deck, events, is a mandatory draw and play each round—these are the random historic events, things like nonspecific plagues or religious turmoil, or even such specifics as the Iberian Wedding uniting the crowns of Castile and Aragon into the Kingdom of Spain. These events are divided into four sections, each corresponding to one of Europa Universalis IV’s ages: Discovery, Reformation, Absolutism, and Revolutions. Which cards are used would correspond to which scenario you’re playing. Events were one of the real sources of chaos in the demo I played, forcing players to time a bad thing for themselves and others at the least bad time during the round. Playing your event early was key, because it allowed you to stop taking actions and pass for the round—netting you some sweet, sweet bonus cash. "
Co o tym sądzicie?
Ma być jeszcze Hearts of Iron, bardziej wojenna, ale póki co nic o niej nie widziałem.