We are just starting work on the development of SPQR 0.4
If anyone is interested to see what's going on, please have a look at the development-version hosted here: http://www.mediafire.com/?fldyumn1cl3
- your views and feedback are welcome.
SPQR is an open project, if you would like to contribute in any way please pop over to our development forum at:
http://terranova.dk/viewforum.php?f=92
The changelist from SPQR 0.3 is below.
New mechanics:
- 'Idle citizens' variable means that full-citizen provinces of Republics will, over the long term, produce less tax revenue and manpower. Your growing empire will come to depend more on its provinces.
- Republican political model improved: Consuls and other Magistrates gain traits to represent their power in these posts
- Factional politics model introduced on Roman model (still at very early stages). Characters can get 'optimates' and 'populares' faction traits. These play a role in political divisions events-series.
- to see these two aspects working, start as Rome in 476 or so and trigger event 40000 from the console after a year or so of peace
- Characters can now use their wealth to buy country estates. It is intended that this will be extended to other things and character wealth will have a much bigger role in the game (if it works out)
- on the whole, trade is more important for trading nations (bigger bonuses available to trade)
Military:
- Heavy Infantry now has lower attack and higher defense to try to resolve its dominance.
- Nations much more diffferentiated by the military National Ideas open to them
- Rulers are now *expected* to command armies. If they are not in command in wartime without good reason, or if they are not winning battles, their popularity suffers.
- Tribal and Steppe nations now have an early Morale advantage. Civilized nations must work (research/win battles) to bridge this gap.
- All nations with the Mass charge idea now get warband events giving them extra troops, not just Gauls. (this includes Illyria!)
- Carthage now has a very heavy manpower penalty from full citizens provinces
- Rome and other (non-Carthage) republics suffer 'Idle citizens' manpower drain over time
- Professional Armies and Cataphracts are now reforms which become available mid-game in some circumstances. You can unlock one of these National Ideas and get massive benefits from it.
- Inventions totally reworked. Some which represented things invented well before 474 historically have been deleted. Some new inventions, some have more subtle triggers.
- Heavy Infantry and Archers are now allowed by a very wide range of tradegoods
If anyone is interested to see what's going on, please have a look at the development-version hosted here: http://www.mediafire.com/?fldyumn1cl3
- your views and feedback are welcome.
SPQR is an open project, if you would like to contribute in any way please pop over to our development forum at:
http://terranova.dk/viewforum.php?f=92
The changelist from SPQR 0.3 is below.
New mechanics:
- 'Idle citizens' variable means that full-citizen provinces of Republics will, over the long term, produce less tax revenue and manpower. Your growing empire will come to depend more on its provinces.
- Republican political model improved: Consuls and other Magistrates gain traits to represent their power in these posts
- Factional politics model introduced on Roman model (still at very early stages). Characters can get 'optimates' and 'populares' faction traits. These play a role in political divisions events-series.
- to see these two aspects working, start as Rome in 476 or so and trigger event 40000 from the console after a year or so of peace
- Characters can now use their wealth to buy country estates. It is intended that this will be extended to other things and character wealth will have a much bigger role in the game (if it works out)
- on the whole, trade is more important for trading nations (bigger bonuses available to trade)
Military:
- Heavy Infantry now has lower attack and higher defense to try to resolve its dominance.
- Nations much more diffferentiated by the military National Ideas open to them
- Rulers are now *expected* to command armies. If they are not in command in wartime without good reason, or if they are not winning battles, their popularity suffers.
- Tribal and Steppe nations now have an early Morale advantage. Civilized nations must work (research/win battles) to bridge this gap.
- All nations with the Mass charge idea now get warband events giving them extra troops, not just Gauls. (this includes Illyria!)
- Carthage now has a very heavy manpower penalty from full citizens provinces
- Rome and other (non-Carthage) republics suffer 'Idle citizens' manpower drain over time
- Professional Armies and Cataphracts are now reforms which become available mid-game in some circumstances. You can unlock one of these National Ideas and get massive benefits from it.
- Inventions totally reworked. Some which represented things invented well before 474 historically have been deleted. Some new inventions, some have more subtle triggers.
- Heavy Infantry and Archers are now allowed by a very wide range of tradegoods