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GiftGruen

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Apr 10, 2013
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Movement lock was a good idea, but it A) leads to silly scenarios like troops being forced to run into an enemy doomstack even though all other paths are free (so no encirclement that they have to break through), they just can't do anything else than moving forward. And B) the AI for troop movement isn't good at it, it really goes all-in way too often and is too cautious at other times thinking it will be caught with movement lock when the battle is already over or can't sway the battle anymore anyway.

As I understand it, the code for movement is that an army has a province it is in, and a neighbouring province it is moving to if not stationary, and a date to arrive with x% done (even though the latter might just be cosmetic, for the filling arrow graphic).


My suggestion then is to change it to: An army is never forced to go all the way to a province, but if it starts going from A to B, has marched 8 days and wants to turn back, it has to walk that distance back again, so the moment it turns around it changes to "8 days until it arrives in A".

So I do admit there might be some problems with this, like whether the game is able to process this kind of movement, basically being a movement from "somewhere between A and B" to A. After all, the movement back can't be a simple movement from B to A, because then you could "warp" your units from A to B in a day by sending them there and back again the day after if you want to have them there for a battle for example. So unless you (Paradox) want to change battle engagement mechanics as well, you'd probably have to rewrite movement calculation for this suggestion.

BUT, implementing this suggestion makes armies move both in a more plausible way, giving them something similar to an actual position on the world that they can't teleport away from by cancelling movement and a way to avoid being forced to run into doomstacks while also not limiting the AI.
 
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