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If you can just march your troops straight to the enemy capital even with a line of forts on the guy's border, there's something wrong with your game's realism, because real wars were not mad dashes to the enemies capitals and little clumps of 2000 men each spreading out over an entire country.
The update actually reminds me a little bit of the Hearts of Iron combat, actually. Maybe this is how occupation and such will work in HoI 4?
The irony is thick, if not just down right hypocritical.
What do you call castles then?
In Limburg alone there are at least a dozen of those. (1 province in EU4).
These "forts" are often not there to prevent enemies from going deeper into the country, but to protect the riches/people during a war or assault.
The only real kind of fort like the system in EU4 is the Great Wall of China...
I expected the system to be entirely different: You siege a fort and the zone of control cannot make units at that point and is looted through the main fort. You would need far more units to siege and it is only sieged if enough men are present. So you cannot carpet siege fortresses.
I don't think you know what the word "never" means. A fort does not need to be conquered even, a good siege can be effective enough against raiding parties.
Also in a lot of wars, armies raided and plundered during the war to supply themselves. Or they demanded a wartax (supplies) kinda thing from the places they were staying.
Have you really fought the AI much in this update? The AI REALLY struggles with the path finding and it makes it much easier to disassemble an AI opponent much larger than you.
This update imbalances the game. It doesn't add balance. This update gives an advantage to human players and drastically slows the pace of a multiplayer game.
If you read my comments, I'm not simply arguing that this is the wrong solution. I'm also proposing a solution. Replace the zone blocking with attrition damages. It simplifies the path finding and makes combat more intuitive. It also prevents you from marching past my forts to slaughter my treating army (as the attrition will have severely weakened your force.)
Attrition is actually a more deadly tool to fight a larger foe with than zone blocking. Assuming both parties are competent with zones it will mostly just slow the game down.
I agree with the necessity to keep up suspension of disbelief, as, in fact, this is a game in which a fleet of ships is cheaper to maintain than a unit of horsemen. When it comes down it, however, I believe the fort system is also a gameplay improvement. While I too have become frustrated with it at times, it is an interesting element and it makes isolationism a valid strategy, in my opinion.
Attrition is a joke after a certain point in the game. Even 2 months of extremely high attrition is nothing if it means you can wipe and enemy stack because the enemy will lose more than you will.. Furthermore, this only simplifies the pathfinding if we assume that the AI doesn't care about attrition damage.
I mean, either you make it something absolutely insane like 40% base attrition in which case you may as well block it because noone is ever going to take that and the AI will just hilariously kill itself, or you just remove forts altogether because everyone's just going to keep blitzkrieging around like elite SS Panzer divisions if there's no meaningful restriction on doing so.
I can see how there could be a middle ground, but you'd be pretty hard pressed to find it and even harder pressed to make the AI respond to it properly. AI improvements always take time.
We should shoot ourselves in the foot to level the playing field, because the AI is an incompetent opponent who sniffs too much glue.
Seems rather silly to me.
Better to hear a soft lie than a hard truth I guess :p
I think the middle ground is keeping the blocking but reworking it so that you can go past forts into the zones they control but not past those, allowing you to to reach a little into the enemy's territory but limit them slightly, and then add an attrition modifier onto that while in the fort's ZoC, behind or infront of the fort. This would keep forts important but, in my opinion, would solve some of the trash pathing and annoying kiting in MP.