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There are many times where the AI will just ignore them though they generally tend to work. They control one province around them in every direction.
If the AI flips one of your forts then you won't be able to travel though the area they control. Every once in awhile some of your armies can ignore the fort but another army you have right there won't be able to ignore it.
They work most of the time but quite often they seem to work against the player. AI ignoring forts, your armies becoming trapped when attacking the enemy and AI having really quick sieges against your forts that somehow manage to finish just a few days before you arrive.
The AI cheats a bit though. But this is how it basically works.
but RemanParadox is pretty much the king at explaining forts and other EUIV features
AI will ignore fort zoc EVERYTIME when this one condition is met: Alternate route to get to the destination is exist
Since you are Castile, there is one simple hypothesis to understand this AI zoc cowshet
1. Lets say you integrated Aragon and Nafaroaa without lost single province of these two and your own to other nation. And conquered Granada. So you have all provinces belong to Iberia except Portugal.
2. #1 Makes that only route to your territory is just three: One Nafaroaa. Two Roussilon. Three Gibraltar.
3. lets say you have Fort in all that three provinces. Since that three provinces is literally the 'ONLY' route to your hinterland, enemy should not be able to bypass that three fort to enter your territory, unless they do amphibious landing
4. At this point, it actually is. AI can't ignore that three fort just like you, so no AI cheat at this situation.
5. Now, lets say your frog eater cousin France treacherously declared war on you and brought their transport fleet to Cote D' Argent, sea adjacent to Nafaroa.
6. This makes Cote D' Argent an "ALTERNATE ROUTE" since systemically they can move through Cote D' Argent to get Vizcaya or Cantabria from Labourd, Bordo, Saintoga.
7. So, now they can magically move through directly NAFAROA(Ouch!), without sieging down fort. As soon as you drove that transport out of Cote D' Argent, AI again become unable to do this cheat.
8. This rule applies in general.
This is how AI fort zoc cheat works. TBH it's not that hard to prevent this and force AI to abide zoc rule just like player, so know this well
"I was Castille, and I lost Cantabria, Vizcaya and Asturias, after that, my army in Castilla la Vieja couldn't move to anywhere unless a chose the option to use my... fleet... "
¿Why losing three territories in the north (With no fortress) blocked my army in Castilla la Vieja, and my only posibility to move them was to use my fleet INSIDE the Iberian Peninsula?
Then Rebels and AI can ignore this zones if there arent other paths.
Forts have 2 essential values:
- Defensivenes: Its a % of how hard is to siege the province, the higher it is the harder it is to conquest. It is affected by ideas, policies, fort level, province terrain, etc... For example a lvl 8 fort with max % could last more than 100 years of siege given certain circunstances.
- Garrison: These are the troops that protect the fort, you need an army 3 times bigger than the garrison to siege any fort. If the garrison is 1k you need 3k, if the garrison is 15k you need 45k to siege.
Forts are lethal in early game, they can deplete manpower really fast ending wars really quickly due to the atrittion-war exhaust cicle.
When you lose troops via battle or atrittion your war exhaust increases and this give you some debuffs, the most important is the penalty to siege. With high WE you cant siege, and thus if you mantain your troops in the fort you will lose manpower due to the atrittion and that will increase the WE. Removing the WE cost dip points so you need to be sure that you can conquer a fort before the siege.
And thats the basics of the forts.
That exact scenario actually happened in my game some months ago, but that's kinda tricky to reproduce cuz it's not AI do that intentionally. But since I'm currently playing Japan game, I think I can show off a good case of this ZOC cheat with korea peninsula in a few day. When I manage to do that I'll post it here.
Reman's video that was linked earlier covers the most common aspect of the rules really well, but you rarely ever need it in such detail. One thing to keep in mind, which screws the ZoCs over for many people, is that both neighbouring forts and forts on your border provinces can work non-intuitively.
Forts work the most predictable if you build them at least one province away from your border and with two provinces between each fort.
This is actually intriguing because after I experienced AI cheat on fort ZOC, I never left a hole in my territory so AI should abide zoc rule all the time, but could it be possible they actually fix this and I didn't notice?
Can you point me version that fixed this issue? I couldn't find it
I feel like wars are now... tedious, because you spend most of your time in besieging only the few fortress that you can besiege, and then, you can move to the next fort and so on... and it takes a lot of time to take down forts, even with cannons and good generals (I'm afraid how long would be to siege a level 8 fort), so, 80% of war time is you besieging and praying to don't lost any fortress if the country is big, making the army movement more confusing, and if it has allies is even more chaotic.
I would prefer no movement limitation, and instead of that, if you surpass the zone of control, you get supply penalties. It would be less confusing and more realistic.