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Thema: Europa Universalis IV

  1. #76
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    War es nicht noch ein Streitpunkt, ob Zeit wirklich kontinuierlich oder nicht doch diskret ist?

  2. #77
    Registrierter Benutzer
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    Zitat Zitat von Baldri Beitrag anzeigen
    Klar, das Leben ist ja schließlich auch rundenbasiert. Immerhin ist jeder Tag in mehreren Ebenen eingeteilt .
    Also mir fällt nicht immer um genau 0 Uhr der Hammer auf den Fuss ... das macht der auch mal um 15 Uhr, wenn er dazu Lust hat ...
    Zitat Zitat von etepetete
    Wenn Regierungen Angst vor der Wahrheit haben, dann sind sie nicht legitim.

  3. #78
    Feuer und Blut Avatar von Bolivar
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    Also, die Welt ist auch rundenbasiert (http://de.wikipedia.org/wiki/Planck-Zeit)
    Bitte lesen!

    Achtung Spoiler:


    Zitat Zitat von Nightmare Beitrag anzeigen
    Yaci wurde von Yeah5000 aufgeschlizt
    Yeah5000: oh sorry
    Zitat Zitat von Sarim Beitrag anzeigen
    NEIN! WENN DU DAS MACHST WAS ICH DIR SAGE!
    GEH IN DAS GOTRTVERDAMMTE MP MENU UND ÄNDERE DORT DEINEN NAMEN!
    DANN KLICKST DU AUF ZURÜCK UND LADEST DEIN SPIEL VERDAMMT NOCH MAL!

  4. #79
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Europa Universalis IV - Development Diary #0 - Our Vision

    Hello everybody, and welcome to the first development diary for Europa Universalis IV. We've been working on this project for quite a long time, with the first design dicussions starting not long after Divine Wind was released. During last year we spent a lot of time working on the design concepts, and late in 2011, the core team was assembled, and actual development started.

    Earlier this month, we announced the game at Gamescom, and showed a minor subset of the features for the game. Today we start a series of weekly development diaries where we'll go into detail about the game. Our goal is to release an entry each friday, with breaks for holidays.

    The subject of todays diary is 'Why do Europa Universalis IV and what is our goal with the game?'.



    Why are we working on a sequel to Europa Universalis?

    Well, first of all, the team we are all major fans of this series, with me personally being the core guy behind the original game, back in the late 90's, and the others being involved for quite a lot of time on it. We are a group who love playing Europa Universalis (EU), both in singleplayer and in multiplayer together, so you could definitely say it is the favorite series for the people working on Europa Universalis IV.

    Originally EU1 started development in 1997, EU2 in 2001, EU3 started in 2005, so we were overdue a new take on the genre. During those years we've accumulated quite a lot of ideas, and discarded far more. We've come to understand what Europa Universalis is about for a lot of people, and what it means for ourselves.

    One important thing though, is that while we had lots of cool and interesting ideas for EU, we simply couldn't just add them all in, as the game would become an unwieldly mass. EU has a complexity level we do not want to dramatically increase and while improving the interface can reduce it a fair bit, it is a very fine balance when it comes to designing a game.

    So we took a step back and looked at what Europa Universalis was and what we wanted to do, and since its a new game, we had quite a large amount of flexibility. We could rewrite entire systems from scratch, and do some paradigm shifts. One such example is the complete removal of the old trade system with centers of trade, which was replaced with a new trade system with dynamic flow of trade. This flexibility has been a great benefit when it comes to designing the game.


    So then, what is our goal with Europa Universalis IV?

    In all our games we aim to have believable mechanics. When playing a Grand Strategy game it should be about immersion and suspension of disbelief. You should feel like you are playing a country in the time period. This is something all our EU games have managed to achieve, and it is very important that EU4 will have that same feeling.

    The game should, as we mentioned earlier, not increase its complexity levels dramatically. We are happy with the level of complexity the Eu-series has, and want to keep it at this level.

    One of the most important aspects of EU4 is to make an interface that is both easier to get into, and less hassle for an expert user. This a fine line to balance, and we are rather happy with the interfaces we have done so far for EU4.

    We also want to make sure that players feel that this is a new game, that this is worth paying money for, and this comes from new mechanics and better interfaces. With detailed dev-diaries every week until release, we are rather confident that you'll all be excited about it when its finally ready.

    So, now we've just talked about history and visions, I'll try to clarify a confusion about sandbox, historical events and plausibility. Europa Universalis have always been about historically plausible outcomes, as I mentioned over six years ago , and EU4 is no different in that regard. No determenism or full sandbox will ever be in the EU series. In EU3 we scrapped historical events and added lots and lots of system and mechanics to create more plausible gameplay. While we are continuing on that concept and keep making more plausible mechanics, we are in EU4 doing something new...

    We'e adding in Dynamic Historical Events. We'll have more of those than we had historical in EU2, and together with a fair amount of other planned features, this is creating an even more immersive type of gameplay, where countries feel far more unique than they did in any previous game in the series. A 'dynamic historical event', or DHE for short, is an event that has some rather rigid triggers that they feel plausible to happen with, ie, no Spanish Bankruptcy just because its a certain date, but events that tie into mechanics rather heavily.

    The example I want to talk about is War of the Roses for England. At any point of time, before 1500, if England lacks an heir, then the chain for War of the Roses can start, which creates a lot of interesting situations for the player, as well as giving unique historical immersion.

    Next week we'll talk more about the map, so enjoy for now!
    Quelle

  5. #80
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Zitat Zitat von Johan Beitrag anzeigen
    Welcome to the first installment in our development diary series for Europa Universalis IV (EU4)! Last week's little prologue doesn't really count

    If the world of Europa Universalis IV is your playground, then the map is the sandbox – this is where you shape your plans and turn various traits associated with the territories into mighty empires. If you are familiar with Paradox Development Studio (PDS) games, then you already know that the map is almost everything. The map is where the magic happens. You know it, we know it.

    Crusader Kings II (CK2) was a large step forward in terms of visuals for us, but in Europa Universalis IV, we hope to take it one step further and add a few bells and whistles,
    because we really want the world to come alive for you. This means making the map more intuitive, more attractive and something you won't mind staring at for hours on end. The feeling and atmosphere created by the map is important and will not make your eyes bleed. We promise.

    To understand where we are going, it's important to understand where we've been. In Europa Universalis III (EU3), we built the map with quite low resolution. We increased the resolution in the Divine Wind expansion, which helped a lot with how the map looked but the provinces still felt a little weird – the borders didn't look as natural as we wanted them.

    At this point, we haven't yet come to the phase where the borders will be tweaked, but our ultimate goal is to make borders feel smooth and adapted to the real life terrain and historical borders.

    We occasionally get comments from our players that our province borders are ahistorical – that they do not accurately reflect the composition of nations or their historical shape.
    So I want to clarify that when we make the designs of the provinces But in the long run, historical shapes for provinces are not really relevant.

    “What?” I hear you say? “Did I hear that right?”

    Yes, and there are good reasons for it.

    A game map has to communicate a lot of information quickly, so first of all you need to be sure you can fit all the necessary graphical elements into the province.

    Second, you need to have a rather convex shape of a province. If you don´t do this, you'll end up with all sorts of unintuitive thoughts when it comes to where units should move and how quickly.

    Third, you need to bear in mind the number of connections a province has to neighboring territories. The number of neighbors is a crucial factor in military matters, and for game balance purposes.

    So, if we valued history over balance or ease of play, an historical province of Warmia would be small, serpentine and surrounded by a concave province. This presents a lot of problems for a province-based game as we mentioned earlier.

    The number of provinces you have on a map is limited by the number that one person can reasonably handle. Since provincial development and movement happens in real time, you need to make it relatively easy for players to locate and take action in a given province. We've learned what an optimal amount of provinces is, and in EU4, we aim to have a small increase of about ten percent cimpared to EU3. There will be significant changes, primarily in Eastern Europe, Japan & India, but also in other places on the map.

    Here is a quick look of a small version of the underlying map defining which province is which, as it looks right now, before the major province overhaul.



    Gameplay, of course, is only one reason to make a map. The play area should be pleasing to the eye so that it makes the world come alive and immerses you more deeply in the history. So in EU4, we have added back in the topology that we removed in the expansion Divine Wind and added trees to the map.
    We also took the colored border system from Crusader Kings II (CK2) which makes playing on the terrain mapmode a more attractive option for many players.

    As you may have noticed, we have changed map projection to the one we had in Victoria 2; a map that has been received positively by pretty much everyone in the community.
    We are also making the map more of an interface tool for players, with cleared on-map interface windows, as you've seen in CK2.

    We aim for a "believable world"-feeling on our maps. You will see the seasons changing. You will see when winter is coming and when it melts away to give room for a glorious summer. Mountains will rise and cast shadow over your provinces, you will see reflections in the water, ships with rippling sails and birds flying over the map.
    The map will make information accessible and make it easier to get the big picture for when you build your empire.

    But remember that eye-catching improvements are not just there to be pretty!
    Many will show you very important things that affect how you play on the map. Your actions in Europa Universalis IV are affected by the season changes and the terrain and we want to make that visible for you.

    Here is an example of the Nile Delta, with shadows, trees, and all other nice new things.
    Quelle

  6. #81
    Prinz von Makedonien Avatar von Nyan Cat
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    thumpsup

    Bild

    Bild



    Nur das die Handlsrouten ins Innere des Landes bishin zur Stadt führen ist weniger passend. Sonst gut gelungen. Immerhin.
    Ausserdem ist Grafik gerade für gute Strategiespiele weniger wichtig. Zur Hölle mit diesen nervigen verwöhnten Graffikhurren
    Angehängte Grafiken Angehängte Grafiken
    Geändert von Nyan Cat (07. September 2012 um 23:42 Uhr)

  7. #82
    Registrierter Benutzer Avatar von Chak
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    Man muss schon sagen, dass das sehr beeindruckend aussieht, Grafik ist mir bei solchen Spielen zwar nicht sonderlich wichtig, aber stören tut es ja auch nicht.
    Auf die Handelsrouten bin ich auch schon sehr gespannt, die sehen vielversprechend aus.

  8. #83
    Seufz Avatar von GarfieldMcSnoopy
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    Zitat Zitat von Chak Beitrag anzeigen
    Man muss schon sagen, dass das sehr beeindruckend aussieht, Grafik ist mir bei solchen Spielen zwar nicht sonderlich wichtig, aber stören tut es ja auch nicht.
    Auf die Handelsrouten bin ich auch schon sehr gespannt, die sehen vielversprechend aus.
    Doch, wenn sie die Performance verlangsamt. Außerdem habe ich EU III eigentlich fast nur im political map mode gespielt. Ich stelle mir Vögel und schattenwerfende Berge eher nervig vor. Ist aber natürlich nur mein Geschmack - entscheidend ist für mich ohnehin nicht die eine schönere Karte, sondern ein verbessertes Gameplay. Man darf gespannt sein...
    Das ist alles, was wir tun können: immer wieder von neuem anfangen, immer und immer wieder. (Thornton Wilder)

  9. #84
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    Man musste ja in der politischen Karte spielen, auf der normalen sah man ja nicht vernünftig, wo das eigene Reich aufhört und die der Opfer anfangen
    Gegen eine schönere Karte hab ich aber nichts - sofern man halt trotzdem besagte Info bekommt und kein Supersuper-Rechner gebraucht wird.

  10. #85
    Der Weltenfresser
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    EU3 war schon immer Prozessorlastig und wird es auch bleiben. Ich meine: Die Grafik ist ganz schick und absolut angemessen, aber mehr auch nicht. Kommt lange nicht an die von TW ran - muss sie ja auch nicht. Somit sollten sich die Anforderungen an die Grafikkarte in Grenzen halten.

  11. #86
    Seufz Avatar von GarfieldMcSnoopy
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    EU 4 soll die selben Voraussetzungen haben wie CK 2. Auf meinem Laptop lief die CK 2 Demo so an der Grenze zwischen "Geht" und "Fängt langsam an, ein bisschen ruckelig zu sein". Außerdem soll EU 4 ein neues Rebellionssystem haben - so wie in Victoria 2. Das Spiel hab ich nie gespielt - wie laufen Rebellionen da denn ab?
    Das ist alles, was wir tun können: immer wieder von neuem anfangen, immer und immer wieder. (Thornton Wilder)

  12. #87
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    Dort können sie tatsächlich bedrohlich werden. Die Gruppierungen bauen sich Unterstützung und Truppen auf und dann können schon mal in mehreren Provinzen gleichzeitig größere Armeen losbrechen. Sind da kein nerviger Zuckerschlecker wie in Eu 3. Da kann's richtig zur Sache gehen.

  13. #88
    Kuh-Anon Avatar von Simato
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    Nur dass das System da völlig im Arsch ist und es irgendwie einfach mal immer Rebellen gibt

  14. #89
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Zitat Zitat von Johan Beitrag anzeigen
    Welcome to a new development diary about Europa Universalis IV where we talk about the purge the game is undergoing. So what is a purge when it comes to creating a sequel?

    Purging is when we remove features that simply are not good enough, or not as fun and exciting as we had hoped them to be when we thought of them, or that we feel stand in the way of a completely new system. Plenty of features have been reworked from scratch, but today I want to focus on the features that we're taking out – not redesigning. There won't be any direct replacement for these ones.

    So why, you wonder, are we spending the first development diaries for Europa Universalis IV (EU4) talking about our vision of the game, how the map is evolving and what features we have decided to remove?

    Well, if there is one thing the development of previous games have taught us, is that you have to be straight with information and tell everyone the truth about issues that can be controversial for many of you that love this series.

    Because, honestly, we weren’t clear enough about our thinking process during the Europa Universalis III (EU3) development, and the result was that some of you felt disappointed. Not because of the actual gameplay, but because some expected something else from the game compared to than what they received.

    So now we want to lay our cards on the table, so that you know what to expect and what you can look forward to in Europa Universalis IV.
    We know that you all have expectations and hopes for EU4. And we promise that we will try and make those hopes come true. But if your imagination and our vision collide because of different expectations, it's probably best we put that to rest now by telling you the big decisions we've already taken. Then you can get back to anticipating the great thing we are building instead of feeling let down because we didn't mention a major change.

    What have we removed in EU4 compared to the prequel and why?
    Here is a list of concepts that were present in EU3, features that will not be around in EU4.

    Spies
    we’ve removed the envoys called spies, and the entire system for sending them to do covert actions. We felt that the mechanic wasn´t enjoyable enough. First, it came down to 'click for random effect', and, second, it had a negative effect on the game balance. There was a reason why most multiplayer (MP) games had severe house-rules on the use of spies. However some of the old spy mechanics will live on in other parts of the game and we will explain this more in detail further along the development.

    The daimyo & shogunate system
    Sometimes you remove features because they are not good enough, and sometimes because you feel that they simply are not fun enough. This was the case with the daimyo & shogunate system introduced for Japan in Divine Wind. But aside from the lack of fun, this system was a chore to maintain since as it had special rules for it inserted in so many places in the code. To maintain this system took precious time from us in our development, time we honestly would have liked to free up to improve and enhance other aspects of the game. So for EU4 we have decided that this feature is not worth the time and effort to create and maintain it.

    Trade features
    You probably know this, because we have mentioned it in a lot of interviews around the announcement, but the trade system will be completely overhauled. This means that concepts like centers of trade, trade rights, trade leagues, trade agreements and open markets have been removed from the game. We'll devote a development diary later this autumn to the new trade system, where we'll go into deep detail about it, and what new mechanics it uses. Hopefully all your questions will be answered then!

    Magistrates
    We talked earlier about the removal of spies as an envoy, and they are not the only envoy that went the way of the dodo. A major problem with magistrates was that you sometimes needed far more than you had, and sometimes had your maximum of 5 but no real use for them, except spamming minor decisions. So magistrates have been removed entirely, as we have several new mechanics in the game that fulfill the same role of limiting expansion that magistrates did in Divine Wind.

    Cultural Tradition
    Cultural Tradition has also been removed from the game, as it was primarily a currency for advisor creation, but the advisor system has been changed rather drastically, so it had no purpose anymore.

    Automatically getting cores
    The concept of automatically getting cores after fifty years of ownership has also been removed. We have a new way of handling claims and cores, and we'll talk about how that works in later diaries.

    Domestic policies
    Aside from trade, this is probably the biggest change people will notice. One of the features that we added into Europa Universalis II (EU2), which was in both Hearts of Iron II (HoI2) and EU3 was the concept of domestic policy sliders. Those defined different abilities for countries, and let you change your country slowly over time. It was an approach that was fine for those games, but it had some drawbacks in that they did not give a proper unique description of your country, and also enforced specific settings for certain countries. We have designed new systems to replace the function of domestic policies; so we have removed domestic policies and administrative efficiencies from the game.

    To kill our darlings
    We need you to know that we removed these features because we want Europa Universalis IV to be as enjoyable as possible. We hope that the features we are adding or rethinking forthe game will give you a great gameplay experience. Trust us when we say that it is hard for us to kill our darlings and let features go altogether. We have all lived and breathed the Europa Universalis series for over a decade and we've invested time in creating the features we are now tossing aside. But sometimes you have to let go of features people have come to know and understand in order to make the overall game experience greater. No matter how hard it feels and no matter how your heart (or head) hurts.
    Thus ends our three week focus on the controversial stuff. So please stay tuned for 50 more weeks of new cool features, as we talk about envoys the next week. ?

    Quelle

  15. #90
    Registrierter Benutzer Avatar von TeeRohr
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    Na ich hoffe sehr, dass sie es nicht verschlimmbessern.

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