- Aug 19, 2009
Stop Tease already wanna play !!!
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Not per se, but we have a tactic right now that boosts certain unit types, and lowers the stats of others. Since each tactic has a trigger, one could add certain "bad" tactics which gives severe penalties to certain types.Is there any kind of penalty for having too much cavalry and not enough infantry like the combined arms bonus in EU3? Or can you just have big stacks that are mostly heavy cavalry and terrorize the enemy without consequence?
We aim for big decisive battles in CK2.Thanks for the DD.
Looking forward to the game much appreciate.
Very happy about the combat details so far.
One question regarding the aftermath of a battle:
Still suffering the bad experience from your later games in this part...
How to handle this aftermath?
You think it is possible to balance the game out so we will have some realistic 2-3 decisive battles in some minor conflicts -> No WW1 in York vs Norfolk f.e. ;-)
And of course will there be some kind of attack/move delay to prevent pingpong? (only would work with decisive loss of men, too)
I hate these battles of two zero morale armies last for two weeks and suffer nearly zero losses...
Reinforcement is currently reserved for mercenaries and holy ordersSo how does reinforcing work? If I'm English and lose troops while fighting in Turkey, do I need to raise more troops manually in England and ship them to my armies in Asia, or will my armies slowly recover automatically like in EU3?
I think it has been mentioned in the Mercenary DD that levies do not replenish automatically, but that merc troops do. Which seems reasonable. If you wanted to replenish your troops on a crusade you would most likely have to hire local (mercs) or send more boats full of homegrown men.So how does reinforcing work? If I'm English and lose troops while fighting in Turkey, do I need to raise more troops manually in England and ship them to my armies in Asia, or will my armies slowly recover automatically like in EU3?
I see, I see. That's pretty neat. Although because battles are more decisive now, does that mean one bad loss in a far away land will pretty much mean the end of your campaign for a while? If you lose, I imagine you retreat and then the enemy can persue you and clean up what's left. Is that correct?Reinforcement is currently reserved for mercenaries and holy orders
This is still something that needs to be balanced, but as of now fleeing units move a bit faster, so they should have a chance to regroup.I see, I see. That's pretty neat. Although because battles are more decisive now, does that mean one bad loss in a far away land will pretty much mean the end of your campaign for a while? If you lose, I imagine you retreat and then the enemy can persue you can clean up what's left. Is that correct?
Good to know, but I already assumed that to be true. My question was more whether army composition would help one army (in addition to martial skill) keep in its preferred phase.While we haven't finalized the combat tactics yet, this is a behavior we desire. Since the tactics are scriptable one could easy script that if the majority of the flank is archer types, you will prefer tactics that does not change to the melee phase. This is doable today, but I think we'll also need to add an effect that compare the martial skills of the flank leaders, so the one with higher stats have higher chance of controlling the phase.
This would mean that a character with good martial skill could force the combat to stay in skirmish for a very long time, which I think is a cool feature
+1! I would like to know more about that too, however I imagine that province characteristics (like resources, income (wealth) etc.) will have an effect on port capacity; and other improvements like in CK 1 were some improvements required a certain province income. Including natural resources for some improvements (and other improvements to maximize the use of the resources) apart from province income IMHO would make sense.Will the natural resources of the port province have anything to say regarding ship build time or port capacity?
I.e. will a province with great forests be faster at raising ships than a desert one, making a ruler of North-Africa more dependent on mercenary fleets than a North-European one?