The institution coincides with increasing the price of technology, as the lack of an embraced institution increases the cost of corresponding technological levels. The rate of institution spread and where the institution spawns is malleable to player actions. Institutions normally begin around a certain year, and begin spreading through provinces. Native American and Aboriginal religions are also present in the game, most commonly utilizing a system of selecting a bonus for the lifetime of the present monarch.įurthermore, many of the world's institutions, from feudalism to industrialization, are also present in the game. For example, the Catholic faith makes use of the Papacy, which can allow a nation to have control over the Pope or to use their influence for other rewards. Players can employ missionaries to convert their provinces or can engage in policies of universal religious freedom. Many major religions, such as Catholic, Orthodox, Protestant, Sunni, and Shia are present in the game and can provide distinct bonuses to their practitioners. Trade is also an important part of the game, where the world is divided into many trade nodes and trade flows through each of the nodes and can be collected by merchants. Combat can be waged on both land and sea, during which the game attempts to simulate real world factors such as morale, discipline, varying unit types with associated strengths and weaknesses, competency of leaders, terrain and supply lines. Espionage can also be employed against enemy states in order to claim their territory, or incite rebellion in their provinces, along with other dubious ends. Diplomacy is a large aspect of the game, as creating alliances, (or vassal states and tributaries), improving opinions, and preventing defensive coalitions are vital to a player's survival. The game is a sandbox environment, and while there is no strict rule on winning the game, the game of the player is over when the player's nation is removed, or annexed, from the map, or the date reaches the year 1821. These nations range alphabetically from Aachen to Zuni. Players can choose to conquer the world by military might, become a colonial superpower, establish trade dominance, etc. The player does so through their choices as sovereign of their nation, and through the spending of resources available to them: prestige, power projection, stability, gold (ducats), manpower, legitimacy for monarchies, republican tradition for republics, devotion for theocracies, horde unity for steppe nomads, meritocracy for celestial empires, and monarch power (administrative, diplomatic, and military). The gameplay requires the player to lead a nation by finding a balance of military, diplomacy, and economy. Each of these provinces contribute to their country either positively or negatively, as provinces can both provide resources to a nation and serve as a point of unrest and rebellion. The game itself is an interactive map of Earth divided into the provinces that compose nations. The game has been formed to begin historically, with events occurring when they did in history. It is a strategy game where players can control a nation from the Late Middle Ages through the early modern period (1444–1821), conducting trade, administration, diplomacy, colonization, and warfare. All the logic of the standard hearts game has been implemented and tested.Europa Universalis IV is a 2013 grand strategy video game in the Europa Universalis series, developed by Paradox Development Studio and published by Paradox Interactive as a sequel to Europa Universalis III (2007).Game state is updated in real time in response to user events and interaction with the game using Socket.IO.If a user closes a tab, and reconnects to the game, the game will be reloaded for that user. Game state is persisted in the database.Game rooms also contain a nudge button that ends the game on a 30 second timer if no action is taken by an opposing player.Game rooms also allow users to join in as observers to just watch the ongoing game.Game rooms have their own dedicated game chats.The application supports an arbitrary (infinite) number of concurrent games, and a given player can participate in multiple games (in different tabs).Lobby page: contains a lobby chat, list of current games, options to create a game, join an already made game that is not full, observe a game, and rejoin a game.Registration (with encrypted passwords).The game supports 2 and 4 player game rooms. This is a real-time, multiplayer, online application to play the popular card game of Hearts. Rohan Patel, Jake Carter, Richard Robinson, Guanming Pan Introduction
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