![]() ![]() Overall, I was on board with Vetlesen and Paradox’s vision. Alongside the more abstract colonization and exploration mechanics, that felt like a riff on the existing theme that’d ultimately make for a stronger game focusing on a more limited geographical area. It’s one of the aspects that felt like a new innovation, not just a straight-up port of the video game. Trade was a strong way to make money, deploying merchants and ships to nodes around the map, but you had to activate your trade power by drawing the right location cards from a deck, and that meant you couldn’t truly rely on trade to bring in gold. Those ducats were important because much like the early phases of EU on PC, money was tight and you needed it for just about everything worthwhile. Playing your event early was key, because it allowed you to stop taking actions and pass for the round-netting you some sweet, sweet bonus cash. Events were one of the real sources of chaos in the demo I played, forcing players to time a bad thing for themselves and others at the least bad time during the round. Which cards are used would correspond to which scenario you’re playing. These events are divided into four sections, each corresponding to one of Europa Universalis IV’s ages: Discovery, Reformation, Absolutism, and Revolutions. The other deck, events, is a mandatory draw and play each round-these are the random historic events, things like nonspecific plagues or religious turmoil, or even such specifics as the Iberian Wedding uniting the crowns of Castile and Aragon into the Kingdom of Spain.
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