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.
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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?
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.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.
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.
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.....
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 :/.
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.
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)
AAR soon?But all in all, 1.15 (started today!) happily surprised me so far, in stopping player to abuse AI to expand.
AAR soon?![]()
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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.