Battle Morale Loss on Partial Retreat is Massive Buff to Human Player

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FleetingRain

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?? I really thought I read about this change before seeing it in the Patch Notes. If not in a Dev Diary, then maybe in a Wiz reply?

Maybe you saw it in the reddit post about the patch notes before reading directly. I seriously do not remember reading this elsewhere, not even on Wiz's twitter.
 
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Nutcracker

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In what universe is stack cycling "skill"?

Maybe for a twitch game like Starcraft where insane micro is the order of the day, but this is a grand strategy game FFS. Good change here in my opinion.
 
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Pellucid

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I never retreat manually in singleplayer, it is one of my house rules. It is just a tool to make human players even more superior to AI. Why is it even in the game? If you let your army getting catched, pay the price.
I've been considering limiting myself to that as well, but so far I haven't because I basically hate the way combat works in general and would be even more irritated if my losses to it became more catastrophic.
 

Nutcracker

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Since the AI still doesn't know how to retreat armies, causing a big morale hit when part of a battle's force withdraws allows the human player to effectively end a battle that's going poorly by retreating his own forces. For example:

I was just honoring a CTA against Castille by Aragon, and Aragon and I engaged British re-enforcements that were marching toward Madrid. We didn't defeat them quickly enough, and the main Castillian army arrived. The battle quickly turned sour, so I withdrew.

This cause the remaining Aragonese forces to suffer a ~40% morale hit instantly (based on the ratio of troops I was contributing). Since the battle was already starting to go poorly, this caused Aragonese morale to break instantly and they withdrew with only a few losses.

Since ONLY the human player can withdraw during a battle, this effectively gives human players the ability to order AI allies to withdraw from losing battles, whereas alliances of all AIs will not have this ability.

I suggest reverting this change until you can teach the AI how retreating works, at which time it can be re-implemented.

Wouldn't this just increase the chance of your ally getting stack wiped?
 

User4035

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Did your allies get too big? Too big for your to topple on your own?
Well good news everyone! The next war they start you just send your troops in, then retreat and cause them to lose every battle.
You just have to do this a few times before the enemy gets the upper hand. Then you peace out. Break alliance and by the time the AI is finished occupy and breaking up your former big bad ally you can swoop in and carve them up.


Meh, but like I said in the dev diaries and a few threads before. These silly tweaking of mechanics to try and make the AI harder is just a waste of development time. If the devs are so concerned about making the AI better then you have to do the hard difficult task of going through some of that code and programming the AI better.
And if that's not possible due to skill level then its probably time to hire the experienced coder and start on EU5.
A few more DLC's for EU4 would be good, just don't waste your time on these useless tweaks that really add nothing to the game.

And the time does add up. 20min here to change a line of code, 30 min there, a few min to check, time discussing idea with the chief, then the chief approving, responding on forums regarding topic, etc...Then all of a sudden you don't have enough time to meet the deadline of the DLC and have to cut estates from merchant republics and rush in a 25% multiplicative autonomy without doing the math on how it affects everything.
 
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TheMeInTeam

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People don't use stack cycling against the AI because in most cases, you can attack split-up AI stacks with heavy flanking/arty advantage, sometimes it won't even have a general.

Why would you need to stack cycle THAT? The only "cycling" going on there is Austria hiring the next round of mercs to stack wipe.
 
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atwix

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It was an important aspect of multiplayer. It's sad that you're dumbing down the game.

Considering its large impact on the advantage of numbers vs quality, the fact that this change was made without something to keep the relative value of numbers vs quality similar is evidence that the developers intentionally nerfed numerical superiority above combat width. To implement the change this way without factoring the impact on game balance would be represent a *gross* misunderstanding by the development team as to what constitutes balance. To avoid insulting them, we have to conclude that they intentionally nerfed numerical superiority.

So why did they feel it was too strong?

wiz took quantity and defensive in the last multiplayer between devs. Enough said.....

(seriously, haven't looked at the last dev multiplayer sessions ( I look at you DDRJAKE and mzab) but I guess Wiz stomped Burgundy with stack cycling? Surprised if he didn't...)
 

TheMeInTeam

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wiz took quantity and defensive in the last multiplayer between devs. Enough said.....

I know you're joking, but no, actually it is not. It is not even close, and if the developers believe that kind of thing is enough to merit change by itself it explains a lot of problems in this game.

But some of their previous changes do reek of this kind of reasoning :/.
 
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atwix

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I know you're joking, but no, actually it is not. It is not even close, and if the developers believe that kind of thing is enough to merit change by itself it explains a lot of problems in this game.

But some of their previous changes do reek of this kind of reasoning :/.

the reasoning that the game should be balanced for multiplayer?

maybe they should learn to improve core rules, instead of installing layers of rules upon layers of rules that alter core mechanics, cause core mechanics are too abusable

by micromanaging fetishists that delve into and get knowledge of all core rules.

Sometimes I don't even know if I am serious, or just writing another cynical post.

But all in all, 1.15 (started today!) happily surprised me so far, in stopping player to abuse AI to expand.

But who cares, multiplayer is where it's at!
 

guachi

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I'm new enough to the game I didn't even know you could stack cycle. The idea of cycling troops in and out of battle like that seems at odds with the type of game EU4 is (like another poster said)

Although since I don't play multiplayer and the computer doesn't stack cycle, I'm obviously less concerned about its changes.
 
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Tacticus101

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I'm new enough to the game I didn't even know you could stack cycle. The idea of cycling troops in and out of battle like that seems at odds with the type of game EU4 is (like another poster said)

Well, it only really happens effectively in year long battles involving a million troops, at which point I think it makes a great deal of sense.
 

atwix

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AAR soon? ;) :D

sigh... tenacious one are you? Finefine, I might do a naxos one on monday. If i come around to it.

Now stop bugging me in every thread :p
 
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atwix

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I never retreat manually in singleplayer, it is one of my house rules. It is just a tool to make human players even more superior to AI. Why is it even in the game? If you let your army getting catched, pay the price.

Its my house rule to avoid cheesy strats, but to forbid yourself to NEVER retreat? That is spartan logic :)

On topic: this stack cycling only happens late game in multiplayer usually. You can defeat 200k doomstack easily with reinforcement stacks of infantry/cavalry in singleplayer, just takes some guts.

Retreating during big fight blahblah in singleplayer is indeed best to avoid, to keep campaign immersion.

I always tend to stop any game if I catch myself using a 'cheat', sicne it breaks my immersion and morale..