Making History II Design Report 4: Nations
Making History II is more than a game about WWII. In some respects WWII is just the historical setting for an epic game about managing a nations economy, military, diplomacy and people. The political and international challenges of the early to mid 2oth century were dramatic to say the least. Weve set out to create a game that provides some of that experience covering not just the battlefields but the home fronts too. Underlying it all is a dynamic human element that is the source of much of the conflict.
At the region level is where the action begins. Each region has a set of key demographic identity properties that are used to calculate an allegiance to the national government. If the nation and region share similar cultural, ethnic and religious identity, then it will be less prone to production strikes or even a revolt. Fed into this is a national stability property which is derived from financial and ideological status, plus an average of all nationwide region revolt levels.
some1 asked this earlier but rly how tha hell did he move up the IPU cap and alter the levels at witch they switch from pre industrial to industrial to advanced? i would be so happy to no this