《帝国时代2:决定版》建议汇总

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Creative Assembly has forgotten Empire. But does that mean we can't hope for Empire 2? The Multiplayer Campaign beta for this game is untouched, the server strength hasn't been upgraded... it's an old game now, effectively. However, as the Ottoman Empire has shown us in this game, old doesn't mean bad. Empire was the first game that introduced the 1700's timeline and is the only game to have all three theatres of India, America, and Europe in one. It introduced a massive unit roster, which could be bolstered more by DLC packs, and had a great variety of units, nations, and diplomacy options to choose from. It's been forgotten now, but there's still a following. So, given that every game but Empire has a sequel, what about us Empire fans who loved the campaigns and nation variety and more? What's next for the series? I believe that there is more in store for Creative Assembly after [NAME OF NEXT GAME THAT ISN'T EMPIRE 2 HERE], but what should Empire 2 have if they ever get down to it? Many of your ideas are different than mine, and you do not have to follow them if you dislike them. This is like a thought-provoking piece on the new ideas Creative Assembly could add or re-add to Empire 2 if they ever get down to making it. Thank you guys for the ratings! It really helps to get this known! A Quick Note This guide isn't really a guide. It's a sort of Forum. A forum for explaining how much this game would have and why CA should work on it. This is the first guide for Empire 2. The second is by Rampantlion513, although his guide relates in little way to mine. be sure to check it out, as it provides a shorter explanation as to WHY Empire 2 should be made, not WHAT should be in it. http://steamcommunity.com/sharedfiles/filedetails/?id=189449460 Also, a guide by Mrgigs25, on the same subject. http://steamcommunity.com/sharedfiles/filedetails/?id=438467406 As of March 12th, 2016, this guide has been crunched down to be much more read-able. Enjoy! Expanded Trade Options "Get your hands off of the ivory, it's for Britain!" Basically, the sentence above will summarize what this idea is, roughly. Sometimes, if you want to maximize profit from a certain nation, you may want to tip the scales of where the trade resources are going. Say that India has a demand for Coffee and will pay higher (We'll get to more of that later), you'll pour more coffee into India's cup than Prussia's cup. If Prussia pays higher for sugar, then you'll want to give more sugar to them than to Spain. Adjusting sliders as to what resource goes where will allow aspiring mercantile leaders to maximize profits from their trade endeavors, with little to no diplomatic penalty (Well, unless you're trading with the enemy of a nation). Also, there should be new trading items. All the current ones can stay, but what if you wanted to trade guns, ammunition, cattle, fruits, or other items? Expanded Government Options. Governmental Happiness (Democratic Governments and Republics, etc.)This is the Parliament of Britain, the Congress of United States, and the Consulate of Rome. If your leader is dishonourable or lacking, the government, as it's own self-operating AI ruler, can vote to kick your ruler. These votes will be randomly decided, and you may use Rakes to sabotage the votes yourself.. Regional Taxes Say that you want to create rebellions or revolutions because your nation sucks, and you want to raise taxes so frikkin high that the people better outrage. A common problem with this in the game is that usually when you raise the taxes, all of the regions in that theater you raised taxes in get (stupid hearts.) "Pee"ed, so eventually you have to exempt all from taxes, dramatically lowering income if you dont have colonies, just so that one region you want angry can revolt. A regional tax system changes this, since you can keep income in the regions you want to keep happy, and can supply more soldiers if need be. Awards for Generals Improves the loyalty of your generals, and improves the morale of your men and the morale of your nation as a whole when a general with medals wins a great battle. Seditous actions fron neighboring region.Rebellions in neighboring regions can spread sedition to your region, but only if the two regions are in the same country. In other words, a French region in revolt can't induce unrest in a neighboring German region, but can induce unrest in a neighboring French region. (Suggested by: Adamf777) Unions and Merging factionsForm unions with other countries and merge your two countries if you have the dominant half of the agreement. If your AI partner has the dominant half and incorporates you, you play as them for the rest of the game until otherwise. Supporting Revolutions in other countriesSelf-Explanatory: Show your support of rebels in a neighboring country and fight alongside them. Alternately, support the government and fight the rebels with them. Expanded Religion Options Ever wondered what Buddhism was doing in the game? Imagine if all the religions (and more, if even historical) had more purpose. They certainly had purpose in many of the wars. Spain was a heavily Catholic country, Great Britain was Angelican for the most part. But in the main game, they never really evolved into anything more than public order buffs. Well, here's the effects more religion could have. - Being able to change your nation's religion. Personally, I'd love to play as a Buddhist Britain. - Troops recruited in regions with differing religions could follow that religion. A line infantry regiment trained in London would have all the strengths it is meant to have, but a Line Infantry regiment trained in Cairo would most likely follow the Islamic religion, which would grant them some boons, but increase the chance of desertion among the men. This therefore increases the need for priests and churches. - All nations should have their own missionaries. - Religious Purges. Like Inquisitors would do in Medieval 2: Total War. You can order a "crackdown" on populace that do not support your ruler's beliefs. However, this lowers happiness and should only be used if church-building and priests are out of the question. Wars of Succession Changes A war of succession happens sometime in the campaign, and seems to only happen in some European nations, although there have been notes of the U.S. declaring one. Wars of Succession generally happen when one nation's line of family declares that it has a relation to another nation's ruler, and once that nation's ruler dies, they should have the throne. See, this statement alone opens up new possibilities. But first, here's a list of the nations that I have experienced who declared war on me * = Instigating party. If there is one star on each name, that means it is possible both ways. x = Versus Austria* x Spain* Britain* x Sweden* Britain x United States* France x Poland* France* x Spain* Currently, Wars of Succession are no different than regular wars, except with a cool little screen saying "Yo! Austria says fk you!" Why not expand that feature and have actual penalties for that war? If the enemy captures your capital, for instance, you should be able to surrender and have a ruler from their dynasty on your throne, forcing an alliance, regardless of your position. If you win, you keep your own dynastic ruler and maybe even claim lands of their own. Redrawing borders (Taken from RampantLion's guide) This is my first time stealing an idea. Ok, I'm expanding on it, so it's not TOTALLY stealing... maybe 98% of it? This really should belong in "Expanded Government Options", but since I really don't think that it is necessary (I got places to be, man!) I decided to make this it's own section. I'm putting it under Expanded Government Options though, so it won't be entirely spread out. First, a little history lesson. After Napoleon's downfall in 1815, the Congress of Vienna worked to redraw the map of Europe, whilst restoring the monarchies that were displaced by Napoleon's France. The result was a continent that was based on "balance of power", where no one country would be more powerful than the rest. Well, we can see how that worked out because the Franco-Prussian War and the closely following World War 1 wrecked that concept. Near a hundred years after World War 1, legions of gamers modelled their own balance of power system in a game called Empire: Total War, only to annihalate what they created and topple the system. Now that history is over, imagine that in Empire 2. Imagine that as part of a peace treaty, you can include a "Redraw borders" option, significantly altering the political map between you and an enemy. If you can't imagine that the first time, let me show you in text. Say that you, Sweden, are at war with me, the Awesome Kingdom of Druids. Fighting has been heavy and you wish for peace, as the war is going nowhere. You may offer (or demand) to redraw the borders between the two countries. This would result in a screen showing both of your territories (NOTE: This feature will only work if you border each-other on land from any province. Therefore, Great Britain on their own will not have this feature unless you control Scotland, Ireland etc.), and you will be able to edit the borders as you will. The more land area that is in the enemy's possession, the more they are willing to accept the agreement, whilst subtracting the amount of land they own would effectively lower the chances of the deal being passed. Earlier Starting Time Period, Increased Storyline, eccetera. Earlier Time Period Yes, the American Revolution timeline in this game covered the times of 1600 to 1776 and beyond, but wouldnt it be fun if the Grand Campaigns started in 1600? then there would be more technologies somewhat to research, as your nation moves from the matchlock to flintlock rifles (possibly a tech you can research), and new uniforms and equipment to be unlocked. As far back as the Rennissance could do as well, although Creative Assembly would have to "tweak" the basic gameplay to have that happen. More Story In Empire 1 there was the main campaign, the American Revolution, but in the Grand Campagn there was only events to let you know of the timeline, or just as entertainment. A better story mode, such as Shogun 2's story mode in their campaigns, will make the game more interesting, and the flow of new events in 1600 onward is quite a lot, as your nation struggles to somehow get to the New World. Or, the popular Civil War. Or, the also-popular Scramble for Africa. (Suggested by: pete) More Faction-Specific units? Sure! after all, Scotland has it's Highlanders, and Scots, and Ireland, well, i do not know much about, but Ireland could use some. Perhaps the Irish Brigade? More Countries If more land territories and more theaters of war are included, new countries must also be included. China, for one, is included in a mod, but might've been disabled since a later version. the actual China faction would have a plethora of new units, ideas, and religions in E2: TW, since in India, when you are the United Provinces, you may notice that in Ceylon there is a dying religion called Bhuddism. This will be the official religion of China or something, like the Sikh Religion is to Punjab. In the original game, the continent of America was large, but what was also large was much of the un-ownable area. the Warpath Campaign fixes this, but only for the Campign mode. Huge swathes should be covered, maybe even to California Territory, which would be owned by Spain historically, and would include a huge amount of new tribes, like Chinook, Sioux, Apache, etc. South America was also unexplored, and should have a greater Portugese influence. Africa, land of many tribes and territories, should also be accessible to players, since one of the major explorationists, Portugal, established many colonies there. (Suggested By: Dovahkiin) More factions may lead to longer "end turn" waits, and may lag up the game entirely. I believe this is why Empire didnt include all the theaters or countries in the period, due to some concerns with it in Medieval 2 possibly. Dovahkiin brought up a good point with the "make your own faction" : What's to separate it from other factions players might create? (to put it simply, whats the difference in roster for online multiplayer custom factions?) Custom Campaign Originally there was a complex paragraph here. Now only a sentence: Make it like Europa Universalis 4's custom nation start. "Your first priorities as a monarch of your new, energetic nation, is to secure your borders and raise a standing army to defend your home region and keep the people safe. Many other powers, particularly those in Europe, may not recognize your new nation as legitimate, and may try to invade your lands to claim them for themselves. Trade with other nations is advisable, and building up a trade fleet to secure trade goods is also profitable. With riches, strong armed forces, a glorious leader, and security, you can quite well look outwards and forge your own empire. Your destiny awaits, where will you take it?" Notice there is no hints or names of any specific nations that want to ally or attack you, so this is completely safe for a custom faction. Diplomacy will be based on your government type, religion, ruler's traits and followers, and the lands you may possess, because one nation may not like it if you completely surround them with your region. Adamf777 also said that countries that hadn't formed in 1700's era shouldnt be in the game since it would not make sense. Well, after deliberating on this, I agree. For some DLC's like Scramble for Africa, it won't make sense. Who'd want the United States in 1600? Mercenary Factions Before I begin, I'll list down the factions in question. Hesse-Cassel (Hessen in-game) Hannover Switzerland Crimean Khanate Ireland All the Native American Tribes These Mercenary Factions have all the characteristics of regular factions, except for another feature: You can buy regiments from them. Not regular line infantry or line cavalry regiments, but faction-specific regiments (Hessian Line Infantry, German Line Infantry, Swiss Pikemen/Line Infantry/Guards, Mercenary Cossacks, Irish Brigade, and of course, the Native American Auxiliaries. When you purchase the services of a regiment, their upkeep costs are added onto yours. As they are mercenaries, they cost more than your average Line Infantry or Cavalry regiment. A good reason for this is to pay the extra sum to the nation you bought it from. Which brings me to my next point. If you choose to play as a mercenary faction, you may be approached with offers from other nations on buying some regiments. Of course, accepting an offer for one faction might piss off their neighbor. There also has to be a clear path for the regiments to get to your capital. They spawn at your capital, but there either has to be a sea or land route to get there. Native Americans, therefore, need a bordering territory to sell soldiers to. DLC Suggestions What's a Total War game without Downloadable Content? I know you all hate DLC, but the base game would be gigantic if all of these features were in the game at launch. People wouldn't be able to run it. OVERVIEW:This DLC would take you to the 1880's-1910's timeline of events that circled around the continent of Africa, with new units, nations, technology, and campaigns to dive into. DESCRIPTION: The year is 1881, and the Europeans have seen fit to organize Africa into territories under the claim of the various nations. They claim that it is their duty to bring civilization to the tribes, whilst also carving out and agreeing upon their own territories with other European powers. However, the native tribes and kingdoms are not all cooperating with this recent strategy, and some have chosen to defy the Europeans outright. You may choose to control one of the European Nations and crush any opposition, or take up the cause of the African people to push them out. You decide. PRICE: In my own belief, I think the price of this DLC should be the same as the Warpath Campaign in Empire 1: About 5 dollars. COLONIAL UNIT PACK:Increase your ever-growing power with these colonial units, exclusively for the historical colonial powers of the 1700's. Includes several unique units for France, Britain, Germany, Spain, Portugal, and Holland. SUMMARY:N/A PRICE:It's a unit pack. Normally it would be 3 dollars or such for Empire 1, but I think 2 dollars would be fine for this. Any opinions? AMERICAN NATIONS UNIT PACK:Adds unique units for Canada, Mexico, United States, Brazil*, and Haiti*. *Later on in the game these emergent factions may come up. FRANCO-PRUSSIAN WAR:Adds the Franco-Prussian War as a campaign. Also adds unique late campaign units for the German States, France, Austria, Italy, and Belgium. SUMMARY:Due to mounting tensions over the Southern German States and the imperial ambitions of Otto von Bismarck and Wilhelm I, France has chosen to declare war on Prussia following a national insult sent by Prussia. The war could mean great, or terrible things, and may pave the road for future conflicts to come... PRICE:$4.99, like the Scramble for Africa campaign. FRENCH REVOLUTION CAMPAIGN:(Don't whine because this was in Napoleon. It was, but it was not a campaign. The French Revolution in Napoleon was a side-story as you controlled Napoleon. There was no Storming of the Bastille or anything, so this is what it's for.) After the American Revolution, France found itself weakened, and with an ineffective king. When the king threatened the security of the Estates General, the people rose up in revolt against him, storming the Bastille Royal Prison and setting in motion world-changing events, leading up to the rise of one man who may yet unify Europe... SUMMARY:Adds the French Revolution campaign, and allows you to pick two sides: Royalist or Revolutionary. Also adds unique Late Campaign units such as: Revolutionary Infantry Revolutionary Cavalry Revolutionaries (Mob) Royalist Infantry Royal Guard Garrison (During City Attacks) Swiss Guard Garrison (During City Attacks) Royalists (Mob)PRICE: I'd say that this is a bit bigger. 8 or 9 dollars possibly. A tl;dr summary More Regions (Africa, Asia, South America, and a smaller Japan) More Units, of course. Creating your own faction with unique color and units Family Tree Re-installment More depth of military DLC's* More technologies Earlier Time Periods * DLC List DLC Purpose Scramble for Africa Adds Africa as a separate campaign, and a plethora of unique units for all the nations in the Africa theater. Colonial Unit Pack Includes several unique units for France, Britain, Germany, Spain, and Holland. Blood Pack Adds blood and gore textures to the game. American Nations DLC Adds unique units for Canada, Mexico, United States, Brazil, and Haiti. Franco-Prussian War Pack Adds the Franco-Prussian War as a late campaign. Also adds unique late campaign units for Prussia, France, Austria, and Belgium. (Don't ask me why Belgium. It's totally unrelated to the pack.) French Revolution Campaign (Don't whine because this was in Napoleon. It was, but it was not a campaign. The French Revolution in Napoleon was a side-story as you controlled Napoleon. There was no Storming of the Bastille or anything, so this is what it's for.) Adds the French Revolution campaign, and allows you to pick two sides: Royalist or Revolutionary. [/table] Special Thanks (May be outdated due to name changes) Thank you so much for taking time out of your day to read this guide. Please, if you have anything to say, feel free to comment. If it's bad things to say (racial slurs, "My country is better!" type things,), they will be deleted. Sorry. Let me know if i wasn't totally historically accurate. I tend to get too imaginative.. First and Foremost, thank you Creative Assembly for making this masterpiece of a game. May your feathers never melt away as they did with Icarus. For all the people who helped support this guide and improve it, as well as hints for other ideas and/or mods to look at... sordman1 (For the most continuous suggestions next to Adamf777 Adamf777 (the idea to make your own Union or pact, such as Scotland with Britain, and for Belgium as a nation, possibly playable) Canescoangel (the first to comment) Red Baron (suggested the earlier period times like Victorian) Back Seat Driver (for the first comment to bring up WW1 or 2 Total War games) Dovahkiin (concerning the longer endturn waits for more factions) Made in Japan (supporting the "more factions" idea, except with even more) Odysseus2 (suggesting the oriental/island nations and/or colonies as factions Lyra Heartstrings (debating the "No Rout" idea) Traitorus (suggesting Advanced Trade) Svigote (suggesting the Industrial Revolution timeline, allowing for more technology) Staypuff (Thanx for the laugh) Florryworry (suggesting a simpler diplomacy feature, in contrast to the "more diplomacy buttons" i put in) Necronox (praise him well, for he deserves it by listing down, in HIS guide, the "how to create your own units" mod. please talk to him if you are interested) Tiernan McCarthian (for addressing the issue about older systems and the game developers themselves)