Kensai wrote:May I ask something? Given the fewer factions (essentially two) and smaller scope,
will you develop it with AGE v2 or v3 engine? I would really like to have a limited but substantial economic aspect in it going on, which means by definition v3 (PON's engine). With fewer factions to manage it could be much easier to nail perfectly and it will definitely help further develop the non-war aspects of the engine, benefiting all future AGEOD titles.
warning, nerdy explanations ahead!
For us V3 vs V2 is more about 'what is the graphical library we will use'. As such, we will use V2, as V3 (as in PON) has some problems that we don't believe are easily fixable. Hopefully, we will be able to update slightly the V2 graphic library though, for AACW2 (just slightly).
Now back to your question, gamelogic wise we have big game concepts that can be declined in variable levels: not existing, simple, advanced (sometime referred as complex). For example WIA or AJE supply system is what we call 'simple supply' whereas AACW and others games often rely on advanced supply.
Diplomacy is either non existing (WIA, you only have 2 possible loyalties, if you are not me, you are my enemy), simple (like in RUS, ROP, WIA, AJE) where you can have an indefinite number of loyalties plus a relationship rating. Relationship value directly correlates with your stance toward the other faction. If you have a relationship of 25 or more, you are ally, if between -24 and +24, you are neutral, and less than -24 is at war. And then you have advanced diplomacy, with treaties, like in PON. AACW2 will use simple diplomacy.
So is economy, we will stay at the simple level. Complex, as in PON, would mean merchandises and trade transactions, and we don't want that. But don't despair, this does not mean we will have the same system as in AACW1. The AACW2 economy will be very close to the AACW1 one, because focus is not on economy, but we will do things slightly differently, with structures to build to get additional war supplies (foundries, steelmills) or ammunitions (arsenals, etc.). In the end, the game will still revolve around the same resources, supply, ammo, WSU, money, but we are dropping the industrialization screen in favour of something with more substance and possibly (we hope) fun.