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A pretty good article with a decent amount of new info. The two most interesting parts for me were as follows:
Hooray! Some political game-y goodness. I look forward to seeing how this turns out.What can you say about the role of the Cabinet?
Depending on your governmental system your cabinet are either the elected representatives of the people or appointees of the royalty or head of state.
These individuals take up key posts, influencing bonuses and modifiers applied to your trade, armed forces, diplomacy and overall leadership. You're able to shuffle your ministers, call early elections, hire and fire individuals etc. This is something that those who want to squeeze the extra 5% from their game will take an interest in. For those not so keen, it can be auto-managed without you needing to tend to it.![]()
Interesting. While it takes away from the realism factor, it should also cut down on unit micromanagement as well. Hopefully it'll be a worthwhile trade-off.Since you are dealing with the early industrial age, how does technological research fit into the gameplay?
For the first time in a Total War title we have a research and technology tree. The different branches reflect military, industrial, socio-political, land, naval and artillery advancements. You are able to build universities and academic institutions which give you research points to spend on these technologies.
The tree unlocks different things for every faction—special formations, different artillery munitions, sizes and classes of ships etc. The impact of technology is far and wide and you must choose what kind of a balance you wish to strike for your Empire.
It's also worth noting that as upgrades are researched they are automatically rolled out to your armies and navies in the field (No more returning miles for better weapons etc.)![]()
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