Tell that to the AISeriously? If you've left Rome or some other important centre unguarded after an event destroying its walls you've asked for it.
Tell that to the AISeriously? If you've left Rome or some other important centre unguarded after an event destroying its walls you've asked for it.
That's where...
...came in. Put a requirement that you need the equivalent of a full regiment with more than one turn-of-the-month worth of morale, and the problem is solved. If you're chasing ping-pongers, you're fine as long as you don't let them sit around to reorganise. Of course, exact values are debateable - whether it's 1000 men or 500 depends on what effect you want attrition to have on strategy.
1. Seen one man fleeing
2. events can reduce the size of forts, Rome without fort is possible, but rare
3. Why build regiments when you could build garrisons? Garrisons guard the provinces, regiments can be moved more easily, especially for offensive warfare. Garrisons dig in and defend the place.
4. Asia, Africa, pretty much everywhere outside Europe?
1. Well I hope you know that a fleeing army ( my own over 50k has surrended to one regement of enemy troops) will prpberly be stooped by one or a few regiments.
What about very decentralized Empires?
Does the central government have to spend magistrates to reach the far corners of the empire, just to build a lvl 1 fort?
And in China, where the provincial governors would have decided on matters like these, now the Emperor, the player has to do everything with his own divine hands?
No local development, orders must come from above?
State transforms the society, society not the state?
That's great thank you
so we can add for example new categories easily , how the interface will change , we can add for example scroll bar if we want to have more categories than 7.
For example if I want to add one more category for my medicine technology . how the interface react? , I know probably I will have to change a bit, but it will be possible to look nice ? I hope you will understand what I'm talking about
Now I thinking about a lot more categories , special for overseas provinces etc.
I hope that will be possible
and thank you for reply
It's already a list, script a new category of buildings and a scrollbar will appear.
No kidding ? We can have more categories of building ? Did i say i love you guys ?
Question : is there also a way to add one or more levels to each category ?
Seems that everyone is missing the "extreme example" part. No-one's claiming that a sane player would leave Rome unfortified, I'm just saying that it makes no sense that one fleeing man can in theory occupy Rome in less than a day. The same applies to any situation where a fleeing army insta-occupies despite an army giving chase - the example was just to highlight how dumb it is.
No kidding ? We can have more categories of building ? Did i say i love you guys ?
Question : is there also a way to add one or more levels to each category ?
It's already a list, script a new category of buildings and a scrollbar will appear.
Um, if I may ask, why are we formulating a gameplay scenario with what is a nearly impossible situation. The point everyone is making is that a fort represents a local defense. Soldiers also represent a local defense. The most common place (by far) where you'll have this is colonies. Not Rome. If you leave your colonies undefended, then just like in real life, you'll probably lose them. It's probably much more historic to have an small, undefended city fall within a few days than to have 3,000 Protestant zealots besieging a city of 1,200 for 3 months as the villagers defend it from behind their cottage doors. That makes just as little sense as the Rome example, but it actually happens pretty regularly in the game.
Um, if I may ask, why are we formulating a gameplay scenario with what is a nearly impossible situation.
...
Not Rome.
It's probably much more historic to have an small, undefended city fall within a few days than to have 3,000 Protestant zealots besieging a city of 1,200 for 3 months as the villagers defend it from behind their cottage doors. That makes just as little sense as the Rome example, but it actually happens pretty regularly in the game.
Its by design that you need magistrates for forts.
No promises, but some modifications to the .gui files should be enough.
and the level at which buildings become exclusive is scriptable also.
That's not what I meant, although it's similar. Incite Natives only works on colonies under 1,000 population where the native population hasn't been massacred. What I'm suggesting in addition to that is that Native Rebels take their place alongside Religious Zealots and Pretender Rebels and Patriot Rebels and all those other kinds, and that instead of force-converting the province or whatever, they reduce it back to its uncolonised state. For realism, they should probably have to occupy the province for a set period, maybe six months or a a year, and provinces with over, say, 5,000 population should be immune. (And yes, any buildings in the province would be destroyed when it goes back to uncolonised.)Don't they already have that? In fact, one of my favorite spy tactics is waiting for a European competitor to start a new colony and then send over a spy to "Incite Natives." They take out the competitor, gray out the province and I sweep in behind.
NO!!!!!!!!!!!!!!!!!!!!!!! The city view removed, all it's lost