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Originally Posted by
Praxil
Can't get it why Nationalism was chosen to be promoted by this game.
Perhaps because this was an era that saw a fair amount of it. ~;) Not that it was as pronounced as it was in the late 19th & early 20th centuries, of course, but it did have a fairly significant impact on world affairs (and especially among the European powers) in the time period covered by Empire.
But I digress. Going over the Global Gamers preview again, here are some of the things that caught my attention (passages have been edited for brevity's sake):
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Battle AI: The Battle AI will be improved in another way: So far, the Total War AI was "stage based": There were certain steps the AI general would follow, for example, to take a city: First stage, approach the gate and destroy it. Second stage, enter the town, and so on. If one of those stage goals was interrupted by the human player, the enemy AI would stall, which lead to heavy losses (e.g. in Medieval 2, when cavalry would remain in range of defenders' ranged weapons). Now, we learned, the AI will be goal oriented (for example: "inflict losses on the enemy", or "get into the city somehow"), which should make it act more flexibly.
Marvelous! If this actually works, then it should go a long way towards fixing the "passive AI" problem that has plagued the previous Total War titles (particularly Rome & Medieval 2). :2thumbsup:
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Nation AI and Generals' AI: Creative Assembly will not use "Special Abilities" like in the Crusader part of the Medieval 2 Kingdoms addon: Instead, there will be personality traits to nations and generals, but they will be more about what kinds of troops they muster. A general named Napoleon Bonaparte, for example, might be expected to be very keen on using artillery. Battle tactics could vary, too, some generals preferring flanking attacks, other choosing frontal assaults more often.
Wow. For as long and as often as people have wished that factions/generals would exhibit specific tactics & styles, I never thought that this could actually happen. 'Twill be very cool if this works as intended. :yes:
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The new Campaign map system: Movement on the Campaign map will work differently than before. Instead of tile-by-tile, it will be pixel-by-pixel (but still turn based), with each army, town and fort having a zone of influence around it. When two zones meet, a battle occurs. This also help with hindering movement. Because you will be able to place forts anywhere you want, it should now be possible to actually have a "Limes" or a "Great Wall" along your border, with the enemy having to fight at least once in order to enter your country.
Another feature I'm heartily glad to see. One of the things in Rome/Medieval 2 that always bothered me was how armies had no way of intercepting each other, unless you somehow managed to ascertain in advance where an enemy army was going. Good to see that this will finally (hopefully!) be rectified.
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Diplomacy 201: Diplomacy in Empire Total War will be much more detailed and "authentic", Creative Assembly promises. For example, there will be more kind of treaties and requests, and there will be different ways to "ask for" or "demand" something. You can also protest against foreign actions, instead of just be able to declare war. The decline in a relationship will be slow and noticeable, for example, there might be more and more duels between the other nation's gentlemen and your own, hinting at their home nation getting belligerent. Diplomatic notes and requests will show where a nation is headed in a relationship, so there will be advance warnings, and an escalation of conflicts instead of having a former ally turn into enemy within just one turn. Also, it will be much less likely for long time allies to turn on you. You will be able to see the relationships between other nations, as well, and to act on them. For example, if Russia is hostile towards our Prussia, and France and Russia hate each other, too: Why not ask Russia if she would like to go to war with us against France? By the way, in the case of you being attacked, your allies most probably will help you. But in the case of you being the attacker, your allies will think twice of joining you in the aggression.
Now a diplomacy system like this is what I've always wanted to see! No more allies suddenly deciding they hate you and invading without any reason or advance warning, especially if you've been friends with them for a long time. The AI having a more cognizant recognition of the concept of "the enemy of my enemy is my friend".
The passages I underlined make me particularly excited: How often have we wanted the ability to express our displeasure with another faction (e.g., "Hey! Knock it off!") that *didn't* include angry men with swords and axes? And the fact that factions can now (supposedly) distinguish between helping an ally who's attacked versus an ally who's the aggressor is simply delicious. ~:cheers:
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Weather: So far in the Total War series, weather was influencing line of sight and the effectiveness of ranged units. Now, it will do much more. First, there can be many more weather conditions (examples given were light rain, heavy rain, monsoon torrents, light and heavy snow, ice storms, dust and sand storms). Even cannons can jam at very low temperatures, and don't expect the morale of your troops be high when they're just freezing.
While this certainly sounds cool, I'll admit I have my doubts. Weather hasn't played a major role in battles since MTW, so CA will have to forgive me if I remain somewhat skeptical about this claim. It's definitely a case of "I'll believe it when I see it".
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Interface: Also, there are two new buttons to manually increase or decrease the rank and file of a unit.
Sounds like a great idea. It would definitely save time on having to manually drag units into a firing line/marching column.