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Chris100
04.04.08, 17:16
Hi,

Magna Mundi Gold 2 ist für den 18.04.2008 angekündigt worden::)

http://forum.paradoxplaza.com/forum/showthread.php?t=349300

Klingt sehr gut, was das MM-Team auf die Beine stellt. Ohne Mods wie diesen wär das Spiel schon längst uninteressant gewoden.
Das zeitgleich erscheinende Rome interessiert mich nicht wirklich...

T101
21.04.08, 13:23
Mal was zur Vorversion.Hatte gestern als ENG gespielt und 25 Kriegsvorteil gegen die Franzosen und ich wollte das die Calais als Kernprovinz aberkennen,doch die gingen nicht drauf ein.
Ist das allgemein bei EU3 inzwischen so oder nur bei Magna Mundi Gold?

Flummi
21.04.08, 13:39
Das ist allgemein so. Es zählt nur der Kampf zu Lande, der zu Wasser ist generell wurscht.
Und ein paar gewonnene Schlachten bringen den Feind auch nicht zur Verzweiflung.
Du musst seine Armee wirklich einmal kräftigst aufgerieben haben, dann kannst Du knackige Forderungen stellen und bekommst sie auch erfüllt.

Chris100
21.04.08, 15:21
Ja, gegen Frankreich zu gewinnen ist allgemein schwer. Erst recht, wenn diese noch mit Burgund verbündet sind. :(
Wichtig bei Friedensschlüssen ist auch die War-Capacity. Ist die eigene Capacity hoch und die gegnerische niedrig, so kann man seine Forderungen relativ leicht durchsetzen, im anderen Fall muss man die gegnerischen Einheiten wirklich überwiegend aufreiben.
Die War-Capacity bewertet die Chancen beider Seiten, den Krieg zu gewinnen. Wie sich diese genau berechnet, weiss ich leider nicht. Wichtige Faktoren sind auf jeden Fall das Verhältnis der Truppenstärken beider Seiten und die Möglichkeit, die eigenen Truppen wieder aufzufüllen. Auch die Kriegsmüdigkeit hat einen Einfluss. Auf diese Weise kann man auch gegen Frankreich, die normalerweise immer einen sehr hohen Wert haben, gewinnen. Ein kriegsmüdes Frankreich, dass zuvor schon in zahlreiche andere Kriege verwickelt war, ist sogar bereit, überhöhte Forderungen zu akzeptieren.

T101
22.04.08, 15:31
Achja ich hab EU III mit Patch 1.3 Napoleon`s Ambition mit Patch 2.2 und Magna Mundi 1.792(Gold)

Könnt ihr mir ein paar Tipps bezüglich Magna Mundi geben?
(außer was in den englischen Manual steht,obwohl ich die noch nicht alle gelesen hab)
Kann Magna Mundi immer erst 1453 gestartet werden?


Dann noch was zu den Szeariooptionen,was heißt die Einstellung Historisch bei Herscher?Dass ich ihn nicht beeinflussen kann?Und auch keine Staatssehnen eingehen kann,richtig?
Und dann Normal bzw. Event?
Ist Event dynamischer,sodass ich den "besten"wählen kann?

Thx!

NapoleonIII
22.04.08, 16:10
Wir würden gerne erfahren ob man diese Modifikation auch zusammen mit dem "Merlin's Graphics Mod" nutzen kann ?

smokey
22.04.08, 23:54
Dann noch was zu den Szeariooptionen,was heißt die Einstellung Historisch bei Herscher?Dass ich ihn nicht beeinflussen kann?Und auch keine Staatssehnen eingehen kann,richtig?
Und dann Normal bzw. Event?
Ist Event dynamischer,sodass ich den "besten"wählen kann?


historisch --> eine zeitliche abfolge bestimmter monarchen... wie bei eu2

normal --> zufallsmonarch nach zufallsmonarch *g*

event --> nichts, solange da kein mod für benutzt wird oder selbst daran gemoddet wird...

T101
23.04.08, 13:44
Ist der Herscher irgendwie beinflussbar in einer der 3 Formen?

smokey
24.04.08, 23:28
ich denke mal durch event... aber da ich vom modden keine ahnung hab muss dir wer anderes darauf antworten

oder wenn du bei historisch die werte von den monarchen im file änderst

oder meinst du im spiel selbst ? da ist mir keine direkte auswirkung bekannt... obwohl es mir gefühlsmäßig so vorkommt, als ob größere/mächtigere reiche auch bessere herrscher bekommen (bei der einstellung normal)

Chris100
25.04.08, 23:21
Hm, nachdem Magna Mundi Gold 2 schon um ne Woche verschoben wurde und bis jetzt noch nicht erschienen ist, steigt das Revolten risiko im Paradox-Forum ziemlich rasant an: :)

http://forum.paradoxplaza.com/forum/showthread.php?t=353734



Country_event = {

id = 123456

trigger = {
mmg2_released = no
time = 21:00 GMT
}

mean_time_to_happen = {
minutes = 10

modifier = {
factor = 0.5
time = 22:00 GMT
}
modifier = {
factor = 0.0000001
time = 23:00 GMT
}
}

title = "The Revolt has STARTED"
desc = "Sire, the crowd is demanding MMG2"

option = {
name = "Kill'em ALL!!"
modifications_forum = {
revolt = 999
}
stability = -6
spawn_general = Ubik
spawn_general = Dharper
spawn_general = Helius
}
}

Chris100
26.04.08, 17:20
So, vergangene Nacht ist Magna Mundi Gold 2 endlich ins Netz gestellt worden.

http://forum.paradoxplaza.com/forum/showthread.php?t=353776

Werd's gleich mal antesten. Hört sich verdammt gut an. Ist eigentlich schon ein eigenes Spiel für sich:




II. General Considerations

First things first: For the full enjoyment of the mod, the starting options should not be touched. Magna Mundi was designed from the ground up to be played from the 1453 start. Radical inconsistencies in gameplay can occur if you change this.

As befits the Europa Universalis era, total wars are a rare happenstance in Magna Mundi Gold 2. By halving each nation’s maximum reputation, we better simulate the fine balance of power by making each nation more sensible when judging the power-mongering of other nations. Players also must be much more careful about when, what and whom they conquer. Your ruler’s diplomatic rating also now has double the importance in determining your nation’s reputation limit.

Given the precarious nature of reputation, we find it reasonable to give a friendly warning through events when your reputation starts to grow. These events are intended to help the player gauge the whole diplomatic situation.
A continuous aggressive behavior is also punished by its link to revolt risk. Internal revolt risk and stability are serious factors one must manage to be successful. Bad things can and will happen if they are ignored. Tolerance has less of an impact on managing revolt risk. Cultural and religious rifts have a deeper impact in a country; conversely, humanist ideas are more important for multi-cultural or multi-religious states.

With the significant increase in time to gain a core, and the impossibility of losing one except by peace resolutions or events, all the world is a bit more static. Changes to the world at large will not seem to be happening in fast-forward, as in Vanilla EU3.

The spread of knowledge about newly discovered provinces was also curbed dramatically. It takes now at least 100 years until knowledge about a discovered province spreads. Sea provinces spread 75 years after first navigated. The Teutonic Order will not be colonizing Cuba in 1502, unless a very clever player works very, very hard at it!

Colonization is handled in a different way from the standard EU3 experience. The first discoveries of the New World are modeled by event. Our view is that by 1453, the nations that later became the great colonizers had already enough advantages to make it a fact they would be the reach the New World a step ahead of rival nations. However, many changes mean that colonization is not a matter of adjusting some sliders. Colonists may be hard to come by. Placement chance will be very low in the beginning. Only the allotment of several national ideas and many resources to colonization can guarantee a strong presence in the New World. Later in the game, players will experience dynamic independence movements like never before.

Magna Mundi offers more to colonies than ever before. Countries will be able to define colonial policies toward natives, ranging from benevolent integration, to the callous, racist policies of fear and enslavement. Colonies can also have specializations, helping them to have a single place within the player’s colonial empire. Emigration was also reworked. Expect to see migration fluxes from Europe to the colonies once cities get big enough. This in turn will lead to a series of events where religion and politics come into play.

In the economic sphere, Inflation is now harder to control. In fact, one should expect to accrue some inflation. With the influx of colonial goods and the ever-more complex nature of trade in the EU3 era, all advanced nations experienced some inflation. At the same time, the inflation-reducing national ideas as well as the tax assessor have had their values reduced.

The trade model was completely reviewed. No more can a country aspire to rule every Center of Trade in the world, generating game-breaking profits in the process. As in reality, there are soft limits that put more and more pressure in the trade environment of a country, forcing it to find a sweet spot between investment and returns in trade.

Talking about CoTs, they are now expensive to build and the decision to destroy one will carry some political consequences for the whole country while spelling disaster for the province affected.

Trade goods were also considerably extended. In Magna Mundi, provinces now can supply gems, carmine, livestock, beer, millet, hemp, brazil wood or opium, for instance. The elements that influence on price fluctuation are bigger than ever. Wars, specific buildings or the number of countries all influence the price of a certain trade good. Expect luxury prices to fall during a period of war and strife while basic product prices to go up.

National Ideas have now a comprehensive event system to support and accommodate the big changes introduced. Certain ideas will be unavailable for picking, only being assigned by event -- others have disappeared and some took their place. Also introduced was the concept of military specialization. The relevant chapter is a MUST READ for serious long-range planning!

Technologies were extensively reviewed. Land technology was changed in depth to fix a standard game problem where a significant part of the units introduced in the game were never present, as well as to level a bit the playing ground between European powers and the rest of the world near the end of the EU3 era. Naval technology was also totally rewritten, emphasizing the importance of Ships of the Line, while stressing their shortcomings, modifying the fighting ability of transports and introducing a new dynamic for light ships and galleys.

Governments are now as diverse as possible. With more than 200 different possibilities and with different levels of advancement between them, countries will now be forced to improve their government form to match their political, cultural, military or trade growth. The type, size and stability of your government will have a greater effect on your ability to keep your hard-won gains from falling to pieces. The new system to track each nation’s Administrative Efficiency could hamstring the mighty Ming, and let dynamic mid-sized powers make great gains.

A complex religious system that depicts the dynamics of religion in the timeframe considered was also introduced. It is an important element throughout the whole game, prompting the player to juggle yet another factor in the quest for balance within his country. The entire event pool is a complex yet intuitive story, providing the perfect backdrop to the game flow. The chapter on religion should not be bypassed – you’ll miss one of the defining aspects of Magna Mundi Gold 2.

Population growth was completely reviewed and is now generally much slower. In the regular game, a large number of provinces reached the limit of population as the growth rate was out of control. This in turn brought serious issues with the huge capacity of some economies later in the game. Not anymore. At the same time, certain penalties to population growth are now reduced to compensate for the new growth rate.

Changes abound in the military sphere as well. You’ll note that fortresses have now completely different values. Now, fortress value depends on geological, geographical and human factors. There are places where it continues to be 0 but there are other places where fortresses start at level 8, making those provinces almost impregnable to most early-game sieges and assaults. Think Malta, think Tibet.

In the Vanilla EU3, cavalry were of little use in siege warfare. However, they ruled the early battlefield with such effectiveness the player was tempted to rely wholly on it to win battles. Not anymore. First, we introduced the concept of an Army Specialization system to encourage different recruitment styles for the nations. Then we crafted a Cavalry Pay system. Simply put, if the proportion of cavalry in a nation’s army goes above 40% of the total number of soldiers, that country will start to pay more, considerably more, to maintain such a cavalry-heavy army. The larger the country, the more severe the financial burden… small countries did have more flexibility historically.
Recruitment speed also underwent several changes. It is now dependent on factors such as cultural affinity, religious affiliation and most of all, if the province has a land connection to the capital.

Radical settings on a nation’s policy sliders can lead to several events, most of them negative in nature. Of course, you may strike lucky and experience a great breakthrough due to your nation’s single-mindedness. Ever wondered why the worst position to be in the policy sliders was the centre? Not anymore. Now having all your policies between -2 and 2 will enable a bonus to all the areas of your country to represent an balanced administrative approach. Each of the bonuses is small, but they do help, and in the end, they matter, giving yet another option for the player to follow.

The Holy Roman Empire was once again extensively reworked and is now a complex political identity that no European state can ignore. The difference between knowledge and mastery however, can be felt if one plays within the borders of the Empire itself. Expect the Holy Roman Empire to be a living political entity, defined by its own rules, where the player will feel just one more of the countries that form it. This is a new system from earlier versions of Magna Mundi, and the chapter on the Holy Roman Empire provides great insight on the workings of this complex political machine — consider it mandatory reading for anyone who plays in or near the Empire’s borders.

For nations bordering the Mediterranean, a complex system of piracy was introduced. Called ‘Pirates of the Barbary Coast’, it depicts the struggle that raged for millennia in the Mediterranean basin, a conflict that only ended with the defeat of the pirates by a most surprising weapon: The telegraph pole. If you border the Mediterranean, ignore the relevant chapter at your own risk.

Japan also got a serious overhaul from the barren version available in Vanilla EU3. The Sengoku, Japan’s civil war, is masterfully depicted in an event pool that emulates the processes that defined the struggle for power there. Expect an extensive event pool full of twists and turns where the fate of one of the most powerful countries of the time lies in the hands of a dozen or more lords.

A new vassalization system was introduced to turn the relations with vassals into an exercise in the arts of diplomacy. No more will you experience amorphous vassals that keep quiet, independently of their predicaments or the weaknesses of their overlord. You can even stage meetings with your vassals where both can influence the policies of your dominion.

With more than 50 spy missions and an inclusive approach to other game elements the new Covert Action System allows you to have one more tool to decisively influence the outcomes of distant conflicts, be they commercial, diplomatic, military or colonial. This also includes some advanced diplomatic options, called Diplomatic Overtures, useful in a variety of circumstances.

Last but certainly not least, a revolutionary technology model was introduced. Supported by a batch of dedicated events, the player can now turn backwards and primitive countries like the Aztecs into a developed and enlightened powerhouse, given proper insight, sacrifices, luck and time all align to make it happen.

T101
29.04.08, 19:30
Kann es irgendwie nicht starten,ich hab auch schon nach den Troubleshootingpunkten geschaut.
Also ich hab Napoleon+ Patch 2.2
Das alte Magna Mundi ging ja.
Jetzt kommt die Meldung,nachdem er die History Daten laden wollte,dass eu3game.exe ein Problem festgestellt hat und beendet werden muss....

T101
30.04.08, 13:20
Hab es gelöst indem ich den Patch noch mal drüber installiert habe und dann noch mal Magna Muni.

Ich find die Mod bisher sehr gelungen,obwohl ich erst ein paar Stunden gezockt habe,man merkt bei denen wirklich das man viel positives verändern kann.

Sehr zu empfehlen!

Nadine
02.05.08, 18:45
hab mir gold2 runtergeladen läst sich aber nicht starten. xp meldet einen runtime error
hab eu3 auf 1.3

nadine

T101
02.05.08, 20:33
Hattest du mal Magna drauf?Vorher löschen(ganz wichtig)
Ansonsten hast du Napoleon,das Addon?Da brauchst du den Patch 2.2

calmon
04.05.08, 09:24
hab mir gold2 runtergeladen läst sich aber nicht starten. xp meldet einen runtime error
hab eu3 auf 1.3

nadine

Für die Magna Mundi Gold Version brauchst du NA auf 2.2. Ohne musst du dir Magna Mundi IV holen:
http://www.magnamundi.com/downloads/public_release/MagnaMundiIV.exe

Nadine
09.05.08, 11:20
danke :D werd mir dann wohl das adon besorgen

T101
27.05.08, 00:11
Gibt es irgendeine Lösung für das Problem,wenn ich in der Übermacht(z.b 9000Fußsoldaten) eine kleinere jage(2000) und die immer fliehen kann und man nicht viel unternehmen kann?

Al. I. Cuza
27.05.08, 04:53
Gibt es neuerdings bei IN. ;)

T101
27.05.08, 17:05
kommt ja relativ früh^^

Keine Mod die das sonst anpasst?Und mit Magna startet?

T101
01.06.08, 20:59
Hab IN.Könnt ihr hier schreiben,wenn MM für IN erscheint?(was noch dauern wird...)