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Re:Deus Vult – Social Networks in Crusader Kings 2 by eropple on Tuesday December 05, 2017 @03:24AM (#15850543)
Yeah, I recall the old one (though TBH I thought it was not particularly great). I think it'd be fun to have a modern spin on it for sure, I just don't know how you put together the actual game and make it work. I tried to spec one out not that long ago and getting bogged down by trying to adequately represent, if not everything, then a reasonable subset thereof. The winnowing down of models of government and religious aspects into a more manageable few after the Western Roman Empire "fell" helps a lot from a design point of view.
Re:Deus Vult – Social Networks in Crusader Kings 2 by jwdunne on Tuesday December 05, 2017 @06:00AM (#15851045)
No, it wasn't EU4 / CK2 / Stellaris grade. I just love the Roman period and RTW doesn't cut it (Caesar III satisfies city management in a way).

I guess I can't argue if you've sat down and tried to model it - the culling of establishment structures makes sense now.

Given me inspiration to take a stab, if only to come to your conclusion. A decent, historical early Rome grand strategy game is too much to let go of.

Hopefully an impetus to put some code down on a game I want to play.

Re:Deus Vult – Social Networks in Crusader Kings 2 by eropple on Wednesday December 06, 2017 @02:15AM (#15859189)
Hey, go for it! It's a fun problem. Shoot me an email if you'd like to chat offline - email in profile.