The more gold you placed on a flag, the more units would respond to it. Instead controlling your motley crew of fantasy stereotypes was done indirectly by placing various types of objective markers (known in-game as “flags”) around the map, before offering your heroic minions a monetary incentive to do your bidding. Majesty 2's major feature was that you didn't have direct control of your units. Mike Tyson's new boxing gloves were immediately outlawed. Yet the manner in which they have gone about it seems entirely at odds with the mechanics of the original game. To be fair, Paradox's intention with Kingmaker was always to provide a new challenge to existing players, a goal which they have certainly accomplished. In fact, they should have called it Kingbreaker. I can say without exaggeration that Kingmaker is the hardest game I've played in a very long time. Instead, it builds a third road running parallel to the second, which involves providing a virtually identical experience to the original game and then ramping up the difficulty to astronomical levels. Yet at the same time, it sort of doesn't. Majesty 2: Kingmaker very much goes down the second of these roads. The second, and considerably more heavily trodden is to tailor the expansion around your core audience by fixing the problems of the original and throwing in a few extras, which in the case of an RTS is usually new units and new strategic opportunities. The first road is to alter the experience of the original game significantly enough in an attempt to entice players who ignored the game first time around. When it comes to expansion packs, there are two roads that developers usually go down.
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