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Rapporter et oversættelsesproblem
+1
The production stoppage mechanic makes sense, but scouts currently wreak all kinds of havoc on your economy during wars and there's basically nothing you can do about it. I mean, I guess you can park land forces on important regions to keep them away, but the unit cap prevents that from being a feasible strategy.
Edit: Actually, I just realized "special forces" like scouts don't count against the land forces cap. So I think one "solution" is to build a scout per region and leave them fortified there, and just eat the upkeep cost. You gotta fight cheeze with cheeze.
Maybe it depends on whether you use the "attack" or the "move" command when you move into the scout's region?
Even if you do, the scout might simply move away before your army moves into the region though, based on some nebulous "Initiative" stat that is mentioned in tooltips but never shown anywhere.
Trust me I tried every attack, ranged attack, move combination you can think of, none of them ever did any damage even when the scout moved on MY tile, it was able to move again before any damage was done.
Right because their initiative is higher. But that's why I said park a fortified scout on EVERY region in your city. Even if they move before they get attacked, they'll end up on another occupied region and get attacked when they arrive.
That said, I was mostly pointing out the absurdity of such a thing. Obviously they need to fix this.
Sure, there should be some *pretty gnarly penalties* applied to them, but they shouldn't just disband and sod off if they run out of supplies like that - their fighting effectiveness should suffer, and both food and gold should have special qualifiers:
If they run out of food, they'll start foraging, which reduces their speed to one tile/turn, whilst also reducing their combat effectiveness, and if they run out of food and stay that way for more than three turns, they disband, because the army basically runs off back home to take care of their families.
If they run out of gold, they'll keep soldiering on, but with an increasing -10% penalty per turn. To get them back to fighting, you have to pay them back all of what you owe them. If you can pay them something in a turn, they won't lose effectiveness that turn, but they won't go back to normal. Once you are caught up and no longer in arears, they go back to normal. If they hit -100%, though, they desert; if you're in a war, they actually defect to the enemy! If you're not in a war, they turn into bandits and start pillaging your territory, unless they're in territory of another nation - then they defect to that nation instead, if that nation will pay them, and they don't even need to pay them ten turns' arrears; just start maintenance payments and a lump sum.
Basically wage wars in WW1-2 style during Medieval times.