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this was the exact quote where you threw out a rude remark and you were pretty proud of it ... werent you...
then he basically sidewalk slammed you verbally
and then you tried to play the victim AND wrap it up in passive aggressiveness.
I'm not condoning it all. ive read your guides and like them. ty. but you'd start this and im a disinterested bystander with no dog in this fight saying that ...
Yes, it's a bit of an oddity but I have grown to appreciate using it.
So a snark remark is a free ticket for the other side to start calling people names and insult them? Your parents clearly never explained to you properly how human interaction works. Because the way you try to put it, shows questionable values at best or is totally asocial at worst...
Anyway, back to topic:
You should look at trading away provincial units as a kind of reward for grabbing whole provinces in the first place instead of just going for selected, single high yield territories. It is not overpowered in the slightest and the reason is, that the amount of units you can trade away is limited to 4 in total. Once you gave them away, they are gone. I am not sure whether you get them back at some point, or whether there is a cooldown, but in all my playthroughs I could trade them away only once. Now, what exactly would you get for them? A cooperation treaty? A thousand gold? A couple hundred manpower or so? If you think about it a little more in depth, you will notice, that those "ressources" are only strong in the early stages of the campaign, but later after turn 50 or so when you churn out hundreds of metal, manpower and nearly a thousand gold a turn, they simply don't matter anymore. Ironically, especially in those early stages of the campaign, going for full provinces is simply cultural suicide with most factions, especially on higher difficulties. Is it therefore worth the trade off to grab provinces just for the units? Hell no. Big empires like the Seleucids and Antigonos on the other hand can barely hold on to what they have. Trading away provincial units barely staves off a total collapse, which would otherwise be inevitable.
I can agree on that the usefullness curve could be more "smoothed out". Instead of having a hard limit, the trade off could be balanced better so the it's a more usefull tool from start to finish. Whether it's too strong the way it is now, on the other hand, the answer is clearly: no.
why is regional decisions button so close to end turn button? I've got the wrong one more than once.
why when I have more than one battle that isnt resolved in one round does it ping pong back and forth vs stick with one battle until it's completed.
the free building slots overlay provides tons of great Information but what it doesn't do is provide an exact guide to which regions can build something but are not doing so.
what exactly so things like "men against wild beasts" or "dura lex sed lex" which are noted as effects mean the effects listed below that or something else?
its a great game. pocus outdid himself. but some of the mechanics arent as perfect as they should be.
So one stack is battling another enemy stack in the first couple of days (rounds).
Then goes on to another of your stack at another location where it is simulated through the WEGO "round" that occurs in the same timeframe (ie when you gave the order at the end of the turn) and that battle occurs in the same "round".
So those two battles could have taken a week (or a round ) to complete. Then the "WEGO" second week/round occurs, and the cycle keep going.
It is probably a pain to watch, as it flips from region to region for each round, but i'm thinking it does make sense as the result of one battle in round #1 may affect the result of another "simulatenous WEGO" battle happening in an adjacent region or province in the same round #1, especially if there would be a move order form another enemy stack that would trigger on the "second day/week", or if your are trying to reinforce a possible battle in a region with a second unit, and that your second unit may only arrive on the second round. Some tiles takes one movement speed, other takes the whole amount available to your unit, so they may come only in the region having a fight on the third or fourth "round".
Because of that, i would oppose the game engine to have one battle of one of your stacks go through these rounds simultaneously.
Hope this explanation makes some sense? I don't recall having it explained that way in the forums, but it has been a while that I haven't been following it.