The idea is not vague but complete ready. very suitable for the existing EU game model. for the player the same, if not more fun, into the game as Civilization IV regarding trade. New game improvements as trading guilds and later in the course of time trading companies brings i.m.o. To create trade between COT's or a partially working world marked, the AI nations, and the player for its own nation, most create the necessary improvements in the territories where the COT are located. Does this mean that in EU trade between COT's or a partially working world marked is not possible? The answer is of course no. This means that in a more realistic EU marked model the separated local markets (each having their own COT) substitute the existing single world marked model. powerful enough to replace the EU1 world marked model to a, for the EU time period, more realistic model. I really don't know why the EU game developers did not already made the choice to base the existing EU marked model on groups of provinces belonging to the same COT. Also because the existing lower technical level, worldwide contacts didn't have the intensity to allow a complete working world marked as during the last century. Many parts of the world didn't know the existence of other parts. During the major period of time in where EU exist there was i.m.o. I dislike that because it is i.m.o unrealistic. The marked (economic) model in the EU games is in fact based on a single world marked. The game will be less boring during a long period of peace for your nation. It brings also at least the same fun (regarding to trade) into the game as Civ4 have. I have a new, i.m.o great idea, for a much more realistic marked model in an advanced EU version. In Civilization it is, giving me, regarding to trade, more fun. The economic (resource and trade) model in EU3 is i.m.o since the first version not really developed. Won WW games: WWL I Swedish, Werewolf Lite LXXXVI: Nielsen Ratings, Werewolf Lite LXXXVII: The Murderers of Pandinium (GM), Werewolf Lite LXXXIX: The Dark Knight, Varulv VI: Trettioåriga kriget (GM), Werewolf Lite XC: The Olympics, Werewolf Lite LXCI - Star Wars, Varulv VIII: Amerikanska inbördeskriget (GM), Werewolf Lite XCVII: The Kalmar War (GM), Werewolf Lite XCVIII: The Lemeards (GM), Varulv XIII: Den Stora Rättegången, Varulv XIV: Europa Universalis, Werewolf Lite CII: The War, Werewolf Lite CIII: The G17, Werewolf Lite CIV: Royal Rumble, Varulv XVI: Snapphanarna (GM), Varulv XVIII: Palace & Main, Werewolf Lite CVIII: Euro's Revenge, Werewolf Lite CXXIV: When the Vikings where out, Werewolf Lite CXXV: Gladiator Games, Werewolf Lite CXXVII: Zorro, Werewolf Lite CXXXVI: Fight Club, Werewolf Lite CXLIV: I Can Has Werewolf?, Werewolf Lite CXLV: Nahual, Werewolf Lite CLV: Rise of Computer Giants, Werewolf Lite CLVII - The village (GM), Werewolf Lite CXCIV: Football ManagerĬivilization is, since the first version came out, one of my favorite games, the same is true for Europa Universalis.īoth games are great but both have also their own flaws. Ägare av 1847 soos-minnesmärken av 12:e graden! Owner of a Imperial Socialist P Ribbon.Some units like artillery can shoot three tiles.įor spaceship victory, you must build the spaceship in one city, which means pieces built in other cities, must be transported to the city where the launchpad is.Owner of a Phoenix Cookie Example archers, catapults can shoot two tiles.
Embarked land units can't attack tho, must protect with naval units. You can invade from water with land units without making huge pile of transport ships. No bronze resource in the game anymore.Īll civs start with exactly the same tech tree, only Agriculture researched.Īll units can embark onto water if certain techs have been researched.
Same with horses, aluminium, uranium, coal, oil. There are different deposits which give different amounts. You can build only 6 units which require iron. Example you improve a iron deposit, you get 6 iron. Strategic resources give you limited amount of units to build. resources give only extra food on the tile if improved. Roads and railroads are needed only for connecting cities, no resource connection anymore.įights between two units can last and mostly will last more than one attack.