Russian Guard
Posts: 1251
Joined: 10/14/2005 Status: offline
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quote:
ORIGINAL: O`Connor hi, thinking of buying this one but there were some features of the previous version that really put me off and I'm looking to find out how the new one compares. First there was the ahistorical stuff, a bit of freedom is fine, you don't want it on rails, but the Turkish fleet sailing up the English Channel was a bit much. Second, the attention you could (and had to) pay to details of the economy also seemed to me ahistorical. And the third thing was what seemed to me the bizarre fixation on prisoners-of-war, who I dimly remember could sometimes escape and form armies - maybe my memory exaggerates but it baffled me why they needed to be represented in the game at all. I gather the first two concerns have been fairly comprehensively addressed, which makes me inclined to buy this new version. But I wondered about the third. Do POWs still play a role in the game? cheers O'Connor Yes The Ottomans, Swedes, and Spanish AI plays a much more historical role now, although there are rare conquest paths where they will get really motivated and do something more aggressive. Even then, it's more a case of venturing further afield than usual, but not things like Turks in Denmark. I've only seen this once in play-testing, when the Turks ventured as far west as Bavaria. As a consequence of this, your rarely get the old "quilt" of minor Nations owned thither and yon by everyone, there's a more consistent (and historical) pattern to minor Nation control, for the most part. Prisoners now are automatically deposited (teleported) to your Capital province. They sit there and do nothing until the current war ends, when repatriation occurs. You _can_ move them, but really only need to if your Capital is in danger of being attacked, because I _believe_ they can still be freed if there are no troops around to guard them, and there is an enemy unit present in the area.
< Message edited by Russian Guard -- 3/1/2009 9:43:21 PM >
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