Sounds fine to me. I hated having to cycle troops back to the homeland just to give them new weapons/armor all the time. It was such a pain.
Sounds fine to me. I hated having to cycle troops back to the homeland just to give them new weapons/armor all the time. It was such a pain.
Tallyho lads, rape the houses and burn the women! Leave not a single potted plant alive! Full speed ahead and damn the cheesemongers!
the part about the cabinet doesn't sound like it's going to be to fleshed out and meaningful to
the game. I would have prefered them to say that managing this properly is critical to the overall success of your empire or something to that effect, as opposed to it's just gonna be there and whether or not you care to be hands on or allow it to be auto-managed is up to you.
I really hope they haven't chosen to dumbed this game down like the last two instalments in the series and just throw a lot of meaningless features into the game that have no real effect on the outcome.
just my 2 cents.
@Sassbarman: I don't know about you, kid, but I like to RP my game. It's not fun just mindlessly conquering the world...
Originally Posted by Mailman653
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Don't get wrong my friend i'm dead set against just mindlessly conquering the world, but nor do i want a bunch of useless, hollow features that appear to add depth. I want to be forced to think and have my decisions good or bad be reflected in the outcome of my games.
Having said that i do understand and appreciate the value of role playing it can add a lot of spice to the game.
hmm...for those of you who have played Hearts of Iron, do you think the cabinet system will work like that?
For those who haven't played it, the ministers in this have effects, such as reucing supply consumption, speeding up research etc. However, nearly always they are balanced by negatives, so there is a level of strategy in this. Might work.
I also like the suggestion by the fellow above that promoting generals etc to office can act as a reward and make them more loyal.
Probably, I mean looking at the generals and kings (Caesars) attributes and traits. Where they almost inevitably get negatives with the positives. (tho mtw2 had more + + traits) I would assume cabinet members to be similiar. I mean I would expect someone with remarkable financial skills (acumen) to be not as good at handling military logistics as someone with a military backround. Etc, etc.hmm...for those of you who have played Hearts of Iron, do you think the cabinet system will work like that?
For those who haven't played it, the ministers in this have effects, such as reucing supply consumption, speeding up research etc. However, nearly always they are balanced by negatives, so there is a level of strategy in this. Might work.
I think loyalty will be important but I am more interested in....Popularity.
It will be interesting to see if there are certain Cabinet members the people want but you may not want for attributes. Meaning if you put them in place you may placate the people but not aid your empire kinda thing.
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