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Jos Theelen

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from the FAQ: - There will not be Manufactories as in EU, but there will be Provincial Buildings much like the City buildings in the old Civ-series. ~ Greven

I have never played Civ, so could people give a description what I can expect?
 
Jos Theelen said:
from the FAQ: - There will not be Manufactories as in EU, but there will be Provincial Buildings much like the City buildings in the old Civ-series. ~ Greven

I have never played Civ, so could people give a description what I can expect?

Well in civ you could build for exampel; Libraries (sp?), temples, banks, etcetera. Guess that it´s buildings like that.
 
My guess? It would resemble the Medieval Total War system....And I wouldn't mind at all...except the buildings should be less and have more interesting paradoxian effects than in that particular game
 
Sonny said:
I would imagine mills, churches/cathedrals, castles. Maybe farms even.


Fortresses and walls. They must be in first line right before all those churches. ;)
 
Alexandru H. said:
My guess? It would resemble the Medieval Total War system....

I thought the CK would be an original game, indeed... :(
 
The feudal system they designed will be unique...
But the buildings would give flavour....I would like to build gothic cathedrals as France.... :)
 
Marcus Valerius said:
Maybe a school/university too.

I have no problem seeing universities, but they should be so expensive they border on the "wonders" from the old Civ series.

Universities didn't really start becoming more common until the tail end of the game... atleast in Western Europe, Eastern Europe I cannot speak for.

I'm curious however if the buildings effects will be based partly on the breakdown of the social groups. A land almost completely without burghers and nobles wouldn't have alot of use for things such as banks.... atleast that is the way I see it.

~EC~
 
Still i am worrying about diplomacy... You know i always wanted it to be perfect, so hope it will be one. :)
 
Alexandru H. said:
My guess? It would resemble the Medieval Total War system....And I wouldn't mind at all...except the buildings should be less and have more interesting paradoxian effects than in that particular game

And hopefully all are not razed everytime some army enters..

with germany staying in the dark ages forever as frenchies, poles and germans march all over every 10 years.. definately something to avoid!

Other than that: Forts, castles, expanded farmlands, churches and cathedrals would be nice to have. ;)
 
ErmineClad said:
. A land almost completely without burghers and nobles wouldn't have alot of use for things such as banks.... atleast that is the way I see it.

~EC~

No income either.. if you have read the interviews ;)

..wonder just how much income can be raised by trade "remembers M:TW" :D

95% of all income from trade there..
 
Please, let's not make a trade system like in MTW (Which is one of the worse solutions ever invented). At least, the merchant EU system made more sense....

Of course, it would be nice to truly simulate the trade activities (we are not a totalitaristic society, and not everything can be regulated)....and several buildings would bring some additional flavour to the game :)
 
Alexandru H. said:
Please, let's not make a trade system like in MTW (Which is one of the worse solutions ever invented). At least, the merchant EU system made more sense....

OT as hell but... How did the trade in M:TW work? :eek:o I never got the game, so...
 
MTW has a very simple economical system
a)Build certain buildings that give you income (farms, ports, mines)
b)Pillage and ransom prisoners
c)Trade (which at the end of the game makes up for most of your income anyways)

The merchants were simulations (which was good), but they were simulated in such a way that made the trading system a nightmare micro-management. The waterways formed trade routes and in order to trade, you were supposed to have at least a boat on every piece of sea on the way. If an enemy interrupted the chain at least once, you couldn't trade anymore....
 
Alexandru H. said:
MTW has a very simple economical system
a)Build certain buildings that give you income (farms, ports, mines)
b)Pillage and ransom prisoners
c)Trade (which at the end of the game makes up for most of your income anyways)

The merchants were simulations (which was good), but they were simulated in such a way that made the trading system a nightmare micro-management. The waterways formed trade routes and in order to trade, you were supposed to have at least a boat on every piece of sea on the way. If an enemy interrupted the chain at least once, you couldn't trade anymore....

Hopefully you don't expect something like the Merchant Prince, do you? ;)
Which IMHO was one of the best games, realted to the Medieval era, I have ever played. :)
 
ErmineClad said:
I have no problem seeing universities, but they should be so expensive they border on the "wonders" from the old Civ series.

Universities didn't really start becoming more common until the tail end of the game... atleast in Western Europe, Eastern Europe I cannot speak for.

Nonsense. Universities in western Europe were never very common(indeed they are not common today) but both Bologna and Paris were sizeable in the 12th century and had both been firmly established in the 11th century. A relatively small city like Prague had an University by 1348. The university model we talk when we refer to medieval universities is a latin christian phenomenon until fairly late - the orthodox christians and muslims had other types of learning institutions.

They should indeed be expensive. But it is most unlikely that a ruler would foot the entire bill for construction of an university. Thus building an university should probably only be allowed by event. Because if it is possible, we'll likely see Universities in every city in Europe by 1350, if I know my Paradox games!

EF