• We will be taking the forums down to perform a site upgrade on 26 January 2020 at approximately 8AM CST (14PM UTC). This downtime is estimated to last between 6 and 8 hours.
  • Crusader Kings III Available Now!

    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.


    Real Strategy Requires Cunning

Trin Tragula

Game Designer - Imperator
Moderator
28 Badges
Aug 1, 2003
6.460
11.506
  • Victoria: Revolutions
  • IPO Investor
  • Paradox Order
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • 200k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Crusader Kings II
  • Arsenal of Democracy
Hello and welcome to this developer diary for Imperator: Rome!

Today I will be returning to our combat mechanics, some of which have been iterated a bit on since we last touched on the subject. :)


Battles & Deployment
In the period covered by Imperator, battles were in many ways quite different from periods we cover in our other games. The battle system of its predecessor, Europa Universalis: Rome, did have a unique touch to it with its unit types and their various strengths and weaknesses, but was otherwise more similar to the battle system of the Europa Universalis Games.

In Imperator we have revamped combat in a number of ways to behave more like you would expect from the era, while also giving you greater control over how battles are fought.

First I’d like to refresh some things we have already gone through. Like in EU: Rome battles are fought in phases were a unit will attempt to damage the unit in front of it. If there is no unit immediately facing your unit it can try to damage a unit diagonally adjacent to it. The maneuver rating of each unit type determines how far away it can target a unit on the opposite side (for an overview of unit types see this former diary).

How much damage each unit can deal is dependent on its strength towards the unit it faces. As an example a unit of heavy infantry will deal more damage to light infantry.

Modifiers from Military Traditions and Unit Abilities can further strengthen certain units overall, or in certain terrains, as can well chosen Battle Tactics.


Now for the new stuff :)

battle.png


Unlike in its predecessor, there is no second row from which units can deal damage in Imperator:Rome. Instead there is a Primary Frontline and a Secondary Frontline.

The First Frontline will enter battle first, damaging the opposing side until its morale breaks or it suffers enough damage to be eliminated.

The Secondary Frontline will then begin to move forward to become the new front.

On the sides the units designated as Flank units will be deployed, these will first fight and kill the opposing flank, and then start targeting the center if they can (decided by their maneuver value as described above).

hippies.png

In the army interface you will be able to select which unit type you want to be prioritized for First Frontline, Second Frontline and Flank. The preselected choices will depend on your Military Traditions but they can be changed freely by the player or the AI for each army.
The size of the flank can also be set, either 2 cohorts, 5 cohorts or 10 cohorts.
Additionally some unit types are now scripted to be able to deal or take more morale damage or more physical damage, making them more or less suited for each role.

heavyinfantry.png


In most cases this means that you might see a first skirmish phase where your Primary Frontline of Archers or Light Infantry try to do as much damage as possible to the other side before their morale breaks and they retreat.

They are then followed by the units of the Second Frontline, potentially composed of heavier units such as Heavy Infantry or/and Elephants.

In an ideal world you might want to deploy something like Horse Archers on the Flanks, with a high maneuver value that would allow them to deal damage far into the center once they have defeated the opposing flank, but you might also go for something specifically to prioritize countering the opposing flank.

Since the choice is free you can to put any type of unit in each of these roles. If you are playing a country with specific bonuses to certain unit types from military traditions, that might change which unit you want to be in which position. If you just want to try something unexpected that is also possible.

When you do not have enough of your preferred unit type for a role the game will fill out with units in order of how high their build cost are.

archers.png


Apart from being strong against other unit types some units also have modifiers to how much morale damage they take, or deal. Archers take 25% more morale damage for instance, and Heavy Infantry deals more damage to unit strength of the opposing unit.

Battle Indicator
indicator.png


Like in Europa Universalis or Crusader Kings, Imperator will show an indicator on the map when a battle is expected to occur in a location where two armies are headed.

In Imperator we have added information to this indicator to give a quick view of some of the more relevant combat data of this expected battle. The indicator will change appearance depending on how likely a victory is, and its tooltip will summarize why it predicts a certain result.

Now there are many factors that influence the outcome of a battle, and together with the random elements that can skew a battle result this means that the indication might not always be entirely correct. But it will allow you to quickly gauge your chances of success, and show some of the factors that you would otherwise have to look around in the interface for.

Attrition:
attrition.png


A constant factor in warfare in this era and up until this day is the non-combat related losses in a conflict. Armies moving through hostile territory, or just areas unable to support them in general, will often suffer as many, often more, than ones directly involved in combat.

As in other Grand Strategy Games such as Crusader Kings and Europa Universalis locations in Imperator will have a supply limit (shown as a value next to the cauldron in the screenshot above), which is the size of army that the land can support without suffering attrition.

Weather and hostile terrain can also directly increase attrition of present armies. An army in a desert city will always suffer 1% attrition from it, as will armies in locations with harsh winter. Base Attrition is shown by the Skull in the province interface above.

Together with the mountain passes, roads and other features of the map this means that you will have to pay closer attention to the map when on campaign. Minimum attrition means that an unsafe route might be more punishing than what you are used to. The automatic path-finding will prefer shorter movement times and low attrition when possible, but at times you might want to cross that desert to reach the battlefield you want.


That was all for today! Next week I will be back with some more information on Trade, Diplomacy and regional information about the starting situation in the British Isles.
 

adriankowaty

Monarchist Social Democrat
89 Badges
Nov 15, 2012
895
523
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
  • Tyranny - Tales from the Tiers
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Legacy of Rome
  • Age of Wonders III
  • Mount & Blade: With Fire and Sword
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Cadet
  • Europa Universalis III: Collection
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Mount & Blade: Warband
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife
  • Imperator: Rome
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Digital Anniversary Edition
Good to hear. Keep up good work - this game is going to be good succesor to EU: Rome :)!
 

KittyYuln

Corporal
3 Badges
Mar 27, 2014
39
0
  • Crusader Kings II
  • Imperator: Rome Sign Up
Will we be able to reduce attrition due to being over supply limit with policies such as pillage local villages, reducing unrest or raising resistance in those territories if conquered in exchange temporarily raised supplies?

Just thinking about how Alexander and other generals moved massive armies through these lands. They sometimes suffered massive attrition, but not always.
 

Rangfar

Recruit
57 Badges
May 25, 2018
6
0
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Conclave
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Imperator: Rome Sign Up
  • Cities: Skylines
  • Crusader Kings II: Monks and Mystics
  • Prison Architect
  • Imperator: Rome
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • 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
  • Stellaris
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
It has been nice to see that a recurring theme in the impressions of the youtubers who have been posting gameplay footage is the good tactical depth in war. This definitely looks like an improvement on previous games.
 

Palando

Barrington Celticus
42 Badges
Feb 23, 2017
1.127
48
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Imperator: Rome - Magna Graecia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • 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: Sword of Islam
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
No regional overview today?
 

andysonofbob

Major
56 Badges
Sep 17, 2011
608
155
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Call to arms event
  • 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
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome
  • Crusader Kings Complete
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings III: Royal Edition
  • 500k Club
Have we had a design log about playable nation in Britain yet?
 

Wagonlitz

Resident WW Foreigner
102 Badges
Jul 19, 2010
8.114
4.490
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normand 44 Sign-up
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis III Complete
  • Crusader Kings II: Reapers Due
  • Europa Universalis: Rome
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Europa Universalis III Complete
  • Crusader Kings II: Conclave
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Imperator: Rome Sign Up
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III Referal
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Distant Stars
  • Rome Gold
  • Deus Vult
  • Europa Universalis IV: Common Sense
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Wealth of Nations
Looking really nice. Good to see you attempting to make a more realistic battle system instead of just making a rebrand of the EU system like in Rome I.
 

Darth.

General
69 Badges
Apr 29, 2017
1.756
463
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Age of Wonders III
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Ancient Relics
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Holy Fury
  • Shadowrun Returns
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Res Publica
  • Stellaris: Megacorp
  • Europa Universalis IV: Rule Britannia
Weather and hostile terrain can also directly increase attrition of present armies. An army in a desert city will always suffer 1% attrition from it, as will armies in locations with harsh winter.
Awesome!! :D Now do this for EU4 too ;)
 

Nc-Rm

Nc-Rm
29 Badges
Oct 24, 2015
604
711
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Rome: Vae Victis
  • Victoria 2: A House Divided
  • Victoria 2
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Rome Gold
These new combat mechanics are really nice.

I think maneuver is a new stat. I didn't see it in the old dev diary where it talks about how these units are moddable.
 

mdallion446

Corporal
9 Badges
May 5, 2017
40
0
  • Crusader Kings II: Horse Lords
  • BATTLETECH
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
@Trin Tragula Will armies acquire Acclimation to an environment they move through or fight in like in HOI4? The reason I'm asking is that I see on many maps of the game that there are (I'm guessing) Slavic tribes you'll be able to play as, and it seems really odd to me that a people so accustomed to harsh weather would take attrition to it, or at least perhaps not start off with a tolerance to cold weather.
 
Last edited:

Chosrau

Recruit
84 Badges
Jan 16, 2012
8
14
  • Age of Wonders III
  • Victoria: Revolutions
  • Semper Fi
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Jade Dragon
  • Cities in Motion 2
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Magicka
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • 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
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Victoria 2
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • Crusader Kings II: Horse Lords
I'm unsure as how to frontline and flanks interact in extreme cases.

Could I run around with 0 units in my frontline and verything else (up to 20 units) on the flank? Would I autlose because my frontline is empty? Would my flank just shift into the center and effectively become my frontline immeditaley? Or would my enemies frontline just idle around while the flanks are engaged and only get into battle once the flank battles are decided?
 

Enska

Custom Title
13 Badges
May 28, 2015
101
0
  • Warlock: Master of the Arcane
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Prison Architect
  • Crusader Kings II
  • Magicka
This looks rather interesting, but I wonder what is the "feel" of the warfare. Do we see a lot of small battles or few decisive battles? Is there cat-and-mouse maneuvering, or do the armies prefer to meet head on? Multiple small armies or few big armies?
 

Rangfar

Recruit
57 Badges
May 25, 2018
6
0
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Conclave
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Imperator: Rome Sign Up
  • Cities: Skylines
  • Crusader Kings II: Monks and Mystics
  • Prison Architect
  • Imperator: Rome
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • 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
  • Stellaris
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
This looks rather interesting, but I wonder what is the "feel" of the warfare. Do we see a lot of small battles or few decisive battles? Is there cat-and-mouse maneuvering, or do the armies prefer to meet head on? Multiple small armies or few big armies?
I imagine you would want to keep armies small where possible to reduce the risk from disloyal generals. Both in screenshots on Johan’s twitter and from the footage on youtube people seem to be favouring smaller stacks than the doom stacks you get in eu4.
 

Calantyr

Perfection Personified
96 Badges
Feb 12, 2003
1.196
255
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Europa Universalis III Complete
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • BATTLETECH: Heavy Metal
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Ancient Space
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • 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 III
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Lost Empire - Immortals
Will units in the centre flank who can no longer reach enemies (due to low maneuver), now swap out to allow flanking units that CAN hit enemies take their place? Because this is something that has bugged me since EU2.
 

General Pepper

Sergeant
59 Badges
Sep 11, 2018
61
2
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Mass Transit
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Imperator: Rome Sign Up
  • Stellaris: Megacorp
  • Victoria 2
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Imperator: Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
That's great. Why there is no ambush? I think a troop could choose ambush when it stays. The success rate depends on the terrain, numbers of its cohort, military trandition, its general's and hostile general's relevant trait. Moreover, the troop could choose to be aggressive or negative, which decides whether it would attack the hostile army automatically when the latter gets by. the ambushed army would suffer more damage.
 

Trin Tragula

Game Designer - Imperator
Moderator
28 Badges
Aug 1, 2003
6.460
11.506
  • Victoria: Revolutions
  • IPO Investor
  • Paradox Order
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • 200k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Crusader Kings II
  • Arsenal of Democracy
No regional overview today?
Not today.
Generally we will keep doing regionally focused things together with features in the future though :)