• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Well, my own opinion on translated thingie... From what I understand, it'll be as much of an RPG as a strategy game can get. We'll spend our time raising children and arranging deals with neighbors in person. That's the first game I remember that offers us an actual role of a person that rules a country, not some eternal demi-god that can force pope into protestantism (I'm talking about EU alright ;) ). And I can say I also like what I hear. And hear you! I'll get the game quicker here in Russia! Envy me! :D
 
Originally posted by Walter Hawkwood
DTF: What new diplomatic features when compared to EU II are you most proud of?

Snowball: The diplomatic conception of CK was born after long discussions in our forums and analysis of reports from the Russian League of EU II players. Consequently, a negotiation system was made up, to which, regardless of all our inborn modesty, no match currently exists. For example, the necessity of dividing the military alliances into offensive and defensive was long discussed, but implemented only by us.

Actually, that perfect example of diplomatic greatness, Civ 3 ("Hey, Ceasar! Wanna trade silks for iron?" "Whatever. No." "I have had enough of this! WAR!" "You got it!" :rolleyes: ) had Mutual Defense Pacts, which were between any two civs; and Military Alliances, which were between two civs against a third one.

Of course, this was the only part in that game which I found to be of any sort of quality ;) . . .