![]() ![]() ![]() ![]() ![]() We then added more decisions and events to countries from an event for Great Britain about the first FA cup final to a decision for Lippe-Detmold on who to support during the Lippe succession dispute. The effects may be quite small, but they helped establish some narrative for the countries, telling a little bit of the story of what was happening in the world. Firstly, we imported as many of the old Victoria flavour events as we could. However, we felt that this was not going to be enough on its own. Essentially, each country should be different. Even two countries of identical size will have different POP compositions and produce different goods, etc. We also wanted to set up the mechanics in such a way that historical choices were logical to you, even though with hindsight they weren’t always.Īlso, consider the scenario set-ups themselves each country is different. We want to put constraints on your actions that matched those that countries in the period felt. How to make you feel you are steering a country through the 19th century? Now, a lot of this is done via game mechanics. The biggest question we have is how to make the game come alive. ![]()
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