New info from Shogun over at the .Com in the latest FAQ:
http://p223.ezboard.com/fshoguntotal...cID=1127.topic
Of particular interest to me are the following:
Q. What types of new buildings are being added?
A. One of the most significant additions we’ve made to the tech tree for Medieval 2 is the addition of Guild halls. There are various different types of guild that give different bonuses to your settlements. Each city can have only one guild that will give local bonuses to that city. As examples the assassin’s guild will increase the skill of assassins and some guilds will give access to extra units too.
In addition each faction can have one master guild for each guild type that gives bigger bonuses, some of which may apply across all the faction’s cities. Further to this, it is possible to build a grandmaster guild that is a sort of global HQ for that guild type. There can only be one grandmaster building for each guild in the world, so whoever gets it first will have an edge in that particular area.
Q. How will missions be assigned?
A. Missions are assigned by the Council of Nobles - this represents the great nobles who’s main role is give the player some guidance throughout the campaign by suggesting missions. Catholic nations will also be given missions by the Pope, with rewards or punishment depending on your standing with him.
This seems to open up a whole new chunk of strategy to the campaign game. The Council of Nobles is an intriguing idea - it may provide some interesting GA type incentives to spice up campaigns, and would appear to be for all factions, so the Orthodox and Islamic factions needn't feel bitter about missing the Papal missions the Catholic factions get.
The Guilds system seems to indicate a return to region specific bonuses, and adds an element of the arms race. It will be interesting to see if they've ensured the AI can keep up with the player when it comes to 'Guild-grabbing'.
All good stuff though!
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