• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

VeryAngry

Recruit
17 Badges
Dec 25, 2020
1
2
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Forts seem to be broken. As in the zone of control system is messed up, zones are sometimes active despite the fort no longer existing or even worse my OWN fort is cutting me off despite it being unseiged and under my control no sure how the hell this works. ( and while I understand the amount of fucks givien to the non dlc players are zero or close to it Have lost a few wars with a few different countries and honestly I'm not the kind of person to go post in a forum much less a game forum but the salt is real. Please fix. )
 
  • 6
  • 2Like
Reactions:

Malecord

Graf
66 Badges
May 13, 2016
802
937
  • Cities in Motion 2
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Rule Britannia
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Cities: Skylines Industries
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders II
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Cities: Skylines - After Dark
  • Crusader Kings II
If you look for help to get an explanation on how forts work post a screenshot and a description. Forts rules are like black magic but there is always some warlock on the forums who is able to explain you what happened.

If you think there is a bug, the bug section of the forums have instructions on how to report it.
 
Last edited:
  • 6Like
  • 2
  • 1
Reactions:

hayseed

First Lieutenant
Jan 25, 2020
217
250
We all share your pain. I’ve found solace in deciding that the AI is allowed to randomly ignore the ZOC rules in order to make the AI less predictable. I’m not saying that is real, just that thinking about it that way helps me get past the dozen random ways I’ve seen the AI ignore my forts.
 
  • 7
  • 2Like
Reactions:

grotaclas

Field Marshal
54 Badges
Aug 7, 2019
5.054
4.613
  • Victoria 3 Sign Up
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Europa Universalis 4: Emperor
  • Cities: Skylines
You can also use F11 to make eu4 screenshots and F12 to make steam screenshots. eu4 screenshots are stored in "Documents/Paradox Interactive/Europa Universalis IV/Screenshots/".
If you use a tool which captures only part of the screen, I would recommend to capture the whole eu4 window, because partial screenshots are often missing information which would have helped experienced players better understand what is going on(in the case of fort rules for example the icon for the return province of the currently selected army). And to me partial screenshots give the impression that the person is trying to hide something
 
  • 3
Reactions:

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.268
18.942
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
If you look for help to get an explanation on how forts work post a screenshot and a description. Forts rules are like black magic but there is always some warlock on the forums who is able to explain you what happened.

If you think there is a bug, the bug section of the forums have instructions on how to report it.

1st paragraph - not true. More than once I've posted screenshots where it was impossible for players/devs to a) tell me where units selected were allowed to move or b) whether those rules would change if I were to stop said units. Mostly because you had to have known how I issued movement orders previously to discern which moves were legal.

2nd paragraph - there is > 5 yr bug report on move lock sometimes being equated to ZoC and resulting in same province or adjacent province stack wipes, even when no forts exist at all. Game still says "blocked by hostile fort". In one report I even showed a screenshot of an army banned from shift-queue moving to return to the province it was presently in.

In addition to the objectively bugged stuff ZoC is also broken by design, in that you can still merge swap to change movement rules and it's still impossible to determine where allied troops are allowed to move (depends on information you can't see). It is also still possible for troops on same province/side of war/battle to have different movements allowed, which demonstrates the poor design of ZoC in its present form.
 

Damedius

Lt. General
80 Badges
May 28, 2012
1.203
1.289
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Holy Fury
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders II
  • Age of Wonders III
  • Age of Wonders
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
  • Age of Wonders: Planetfall
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis III Complete
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
They definitely are dumb the way they are designed. You shouldn't need some convoluted explanation for why they are WAD.

Sometimes the AI can ignore your forts.

You can get trapped by forts if you aren't careful. Sometimes it works on one army but not another. You can also have to leave the ZoC of the fort you sieged down in order to not be blocked by the ZoC that doesn't exist anymore. These last three tend to be caused when two forts are next to one another.

Having two forts side by side apparently disrupts the ZoC Continuum and all the rules tend to fall apart.
 
  • 1
Reactions:

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.268
18.942
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
^ Capturing a fort can reduce your movement options, and that is very unintuitive. Absent spoiler knowledge of how the hidden mechanics work, most reasonable people would not anticipate having fewer valid movement options after capturing a fort as opposed to having a for with a hostile garrison nearby.
 

makaramus

Field Marshal
62 Badges
Apr 17, 2017
5.693
1.191
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Surviving Mars
  • Hearts of Iron IV: Cadet
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Lithoids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome Sign Up
  • Stellaris: Federations
  • Europa Universalis IV
  • Stellaris: Necroids
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Golden Century
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
Sometimes the AI can ignore your forts.
sometimes I want to yell in face of everyone saying this "NO"
I agree with themeinteam rules are too stupid causing many confusion and problems that shouldnt be but stop saying "AI DOING SOMETING I CANT"
There are no rules special to AI
Problem is AI is programmed to see every path. AI doesnt play the game on screen you are playing . They play in a perfect perspective that very easy for them to understand pathing. So when they see a path that is available only for 1 moment that is you are not able to see why they can instantly take it if its worth it. After that moment unless they change their destination even if that path is now blocked you cant stop that because to save CPU movement when army is given command to move.
It can be stupid, it can be brutally hard to realize whats going on sometimes but its not "AI is cheating"
edit:About "cpu saving" part... you can do that too. If you ordered your army to walk throught a land that fort being built even after fort is finished your army will be able to pass it AS LONG AS you never click them to walk again

In short:AI cant ignore forts. Instead AI follows rules so perfectly it can see paths that players are unable to understand
 
Last edited:
  • 1
  • 1Like
Reactions: