![]() With careful tending, however, a constitutional monarchy's cabinet can eventually be just as competent as that of an absolute monarchy.Ĭonstitutional monarchies enjoy a large bonus to diplomatic relations with other constitutional monarchies, but suffer a small penalty with both absolute monarchies as well as republics. As whole cabinets may not be replaced at will (as is the case for an Absolute Monarchy), constitutional monarchies may only gradually improve their cabinets over time. One cabinet member may be kicked per turn, generating a new cabinet member with random attributes. Government popularity depends on a variety of reasons, including satisfaction with taxes, successes and failures with wars, and popularity of ministers within the cabinet. ![]() Players may force an election once per turn the less popular the current cabinet is, the more likely it would be replaced by a new one. Should cabinet members die, they are replaced by their sons. The cabinet may be re-elected for a potentially infinite number of terms. The cabinet is elected through popular vote, and serves for five years (10 turns) before another election. The head of a constitutional monarchy is the king, who sits for life and is replaced by a biological heir. ![]() * Dozens of other small changes to improve gameplay.Constitutional Monarchies are created when the upper class in the home region of Republics successful revolt. * Reduced speed of research through adjustment to buildings, characters and government types. * Adjusted traits and ancillaries for greater player challenges, and more characters with both positive and negative traits. * TheStinger's slightly modified early-game campaign script. * Warhanomars' Pip-mod and Marble re-skin for the UI. They're hands-down the best I've heard - listen for the snap of the hammer! ![]() * MechDonald's Smoke and Blood Light 1.8. * Navern's firing more visible firing arc. * Sinhuet's battle formations 1.2 for the Battle AI to use - more challenging land battles! * Spanky's period loading screens, accompanied by lesser known period music by Corelli, Telemann, Bach and others. * Spanky's Realistic (and extremely well researched) Flags. * Changes to North American land combat units, inspired by Quixote's Imperial Splendor. * Many land units subtly rebalanced and differentiated to more closely match historical accounts and doctrine. * Dozens of new descriptive strings to communicate changes to unit types, remove non-period wording, and provide Line Infantry with the language appropriate translations of "Regiment of the Line", all based on proper descriptions pack originally from l33tl4m3r. ![]() Balancing progress, happiness and industrialization will be much more challenging, and the better balanced buildings will help the CAI. * Significantly reworked aspects of the happiness, research, income, building benefits, campaign income, and more. * Changes to battle dynamics: movement speed, projectile ballistics, lethality, fatigue and morale to more closely match historical accounts and doctrine, while maintaining game balance and playability. * Detailed AOR system that allows for multi-facted Imperial armies with represntative and unique line troops from many different regions. * No changes without historical rationale, gameplay balance, and consideration for AI decision making. ![]()
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