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Continuation of the popular strategy of Making History. In the second part the players can once again lead the entire nation and change the course of World War II. The developers promise an elaborate military and economic system, a plurality of fractions, the ability to conduct not only military action, but also diplomatic negotiations.
Making History In the first we could only play eight major powers, and MH 2 selection has no limits. Designers delved into the ethnographic atlas and meticulously depicted the diversity of peoples. Menu crammed with comprehensive information about the population of the country and its individual regions: ethnic composition, the prevailing cultural, religious, and political preferences.

In theory, a wise leader must take into account these features, if he wants to sit in his chair. Unfortunately, information about the ideological differences and the influence of the opposition often useless, because there is almost no resources to deal with such problems. Sometimes by shiftless provincial easier to get rid of, for example, to give the independence of the separatists or to make a "puppet" of the vanquished instead of the occupation.

Besides enough worries without riot. Muzzy Lane turned the management of the economy in a time-consuming fuss. Previously, a player could improve the industry in each region, to recruit soldiers there and conduct research. Now the development is similar to the construction of cities in the Civilization. But that's not comparable scale. In "Civilization", where the strength of a dozen settlements, it brightened peaceful everyday life. In Making History 2 account goes on scores. Keep in mind the pile of data in order to effectively control all the land impossible. And wait for help nowhere - automation, taking on the responsibilities, not here.

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