Alright, here is another take on “old questions, new answers”. Obviously,
this time around answered out of a RXB1003-perspective...



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The official Redux Q&A
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Q. Why should I try MTW-Redux?
A. Because you want a different experience, Redux provides that and then some.

Q. Where are all the old troops from MTW?
A. Nowhere, they were thrown out of Redux…. Redux has it’s own and more advanced troop-roster made from scratch (more detailed and diverse in qualities, ensuring more interesting and dynamic battles)…

Q. Why are there so few factions? I like loads of factions and more variety!
A. In short, it creates a better and more functional game, and thus ultimately a better game-experience for you as the player of that game… Ironically a more diverse game as well, despite appearances…

Long answer…
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There are several reasons for it. Experience shows that “fewer” factions means superior AI-performance in general and that each faction included in such circumstances can be made more distinct - thus have more actual meaning within the game. There are only so many ways to distinguish factions on the MTW-engine. Once we exceed the threshold of what the engine can handle in such regards - and the more we do it - each faction loses distinction. Essentially, it becomes an illusion of variety, more or less hollow. Making each faction more and more like copies of other factions. This is in direct conflict with the very concepts of actual diversity.

It is one thing so call something by a new name and quite another to actually have something that is something else due to individual and specific traits that distinguish it. Redux excels in these regards because of the fact that it has fewer factions. Each distinction and trait becomes more important because it is more effective and valid under such circumstances. Redux is made with the doctrine of quality in parts, not quantity. If quantity has to go in order to ensure quality by distinctions and functionality in factions - then so be it.

Besides, fewer factions ultimately mean stronger and thus more dangerous factions, making the overall game-experience and AI-performance more exiting and challenging anyways - even without the enhanced designs that Redux has in place for both AI and factions on this note. This in contrast to a broken functionality due to the weight of too many factions that the engine can’t successfully handle or separate anyways - resulting in regular AI-apathy and passivity (usually due to the lack of strength somehow). Thus we would get poor AI performance and less exiting and entertaining game-experiences because of it. For Redux, it was an easy choice and obviously it was made for the benefit of the player and the overall game-experience…

The irony is that fewer factions, once properly designed, clearly offers more actual diversity and dynamics to a game then a multitude of factions does (which only offers increased levels of standardization - which in turn kills diversity and dynamics. Thus appearances deceive). It all boils down to this, variety or quantity…. As the reality is that the MTW-engine can’t have and handle both when it comes to factions. Redux has gone for variety to ensure quality in the game-experience...



Q. Where are the grand inquisitors and cardinals (and the others)?
A. Nowhere, they are not included in Redux. They did not have enough purpose in the game to earn a place in Redux and thus were taken out as redundant elements because of it.

Q. Why is there no era-progression in Redux?
A. It has a history of generating bugs. Besides, Redux is too cool to bother with any silly eras-progression…. Next question….

Q. Where are Malta and Rhodes?
A. Nowhere, they are not included in Redux….

Q. Where is Switzerland?! I want my Swiss armoured pikemen!
A. Nowhere, it is not included in Redux…. Relax, pikemen in Redux is just as good or better in every aspect…. For optimal pikemen, play HRE or Italy….

Q. Are all landbridges removed in Redux?
A. Many of them are… The only ones left are Denmark-Sweden, Cordoba-Morocco, Sicily-Naples and Sardinia-Corsica…

Q. Why are all generals, helmeted knights? (Norse – warriors?)
A. That is part of the customization aspects of Redux. They are essentially numbered placeholders, ready to be changed at the player’s discretion, either by the pre-made stock-portraits done for Redux or something you done yourself. All stock-portraits are found in the included the “Redux Bonus Materials” - as is the instructions on how this is exactly done (and sets of backup placeholder-portraits are also included). Basically, players can at any time personalize their “fave” general(s) by selecting and applying such stock-portraits into the game, according to personal preference.

Q. Are the campaign-map changed? Any extra provinces in Redux?
A. Yes, both the map, provinces and the connectivity between provinces has been re-drawn and changed all over. This to generate better circumstances, game-flow and AI-performance out of the game - all over. No additional extra-provinces have been added due to limitations of the v.1.1-engine. The raw tax-value of the Redux-map is 30.000 fl. MTW got about 32.000+ fl. in raw tax-value on the same amount of provinces. So, Redux has fewer florins assigned to it. You were not supposed to swim in florins anyways, at least not without having to work and fight for it. You know, florins are supposed to be precious somehow….

Alright, enough of that… Further questions or comments can be posted here at any time.

- A