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I know. I changed the date of the scenario to 1517, date at which all the rulers I chose were alive and in power.
That's why I also changed the name from "European Diplomacy 1600s" to "Europe in the 16th century".
its always a century ahead. Like 20th century is the 1900s
Thank you! I'm glad you like it. :)
Thank you for giving me your opinion on the upgrading system!
It's one system I've been having great doubts about from the start. I was even considering removing it entirely at one point. I've also considered increasing the amount of resources needed by a lot, especially for speed upgrades.
Your comment makes me think I should indeed increase the costs by a large amount.
Oh, and thank you for pointing out you can take down the carts using bombard cannons, I had no idea. That's very unfortunate. :/
Also, thank you for confirming that changing colors now works perfectly thanks to the new update. I'm very glad to know that! :)
I'm sorry to hear that many of your friends won't play the map because of the trade agreement mechanic.
I added this mechanic for three main reasons:
- To avoid players from building tons of trade units, which led to trafic jams at many spots of the map when I was playtesting the alpha version before implementing that mechanic.
- To encourage communication and cooperation between players, and create kind of a diplomacy aspect to the map.
- To give a strategical aspect to trading. Which faction should you choose to be your trading partner? What would be the safest and most profitable trade routes? Can you trust your potential trading partner enough to take the risk to send your leader right next to his main castle? Risk Vs reward, trust and betrayal, etc.
But I can understand that not everyone likes that system.