This!!!Greatest idea in history of the franchise
I agree with this entirely!
Brilliant idea!
ThanksThis!!!
wtf dude ? good ideas are always worth the effort, that's how you judge a good company or game.The idea is not bad Leviathan, but I'm not sure it would be worth the programming time that would be required to teach the AI to do it...
wtf dude ? good ideas are always worth the effort, that's how you judge a good company or game.
It's not like you don't have to do the same already... you already need to program AI to save money properly for building projects, and balance that vs. other spending.The idea is not bad Leviathan, but I'm not sure it would be worth the programming time that would be required to teach the AI to do it...
You do deserve it.Thanks
... the AI would regularly check how much money it still has in the bank, how long the projects still have to go,...
Too detailed for a game of 350+ years.
After all, the king shouldn't exactly be able to dictate how his generals deploy their forces;
if you want to push an enemy out of a fortified position you're going to need better troops or a superior general. Not ideal, but a reasonable approximation.
You mean like a Ryukyu word conquest?Come on!!! too detailed??!
It only needs few command buttons in the box that appears when we select an army!
For example, to order your amry to barricade in mountainous regions, you'll only need one click!
and anyway, it's a way more interesting than ordering your armies to pursue endless tiny stacks running around...
Plus, by giving the game a tactical dimension, playing weaker countries will be more viable...
The story in my previous post was there to display how much depth such change can add to the game!
In the game time frame, generals were still receiving orders from higher authorities. It was up to the king to tell generals where to move their armies, what's the target, or what regions should be defended by all means.
Well, not everybody like picking UK, France or Spain. Weaker countries should be given a chance.
Population has never affected tax in EU3. Population and tax affect the Units value which in turn affects other things.But population did affect tax in Divine wind.
In terms of mechanics I'd say it may be an even bigger change than from EU2 to EU3 (although maybe not from EU2 to EU3W).unfortunately I have noticed one thing: This game is not EuIV. It is only EuIII +
wtf dude ? good ideas are always worth the effort, that's how you judge a good company or game.
wtf dude ? good ideas are always worth the effort, that's how you judge a good company or game.
Less kitchen sinkIt is as if there were a natural law which ordained that to achieve this end, to refine the curve of a piece of furniture, or a ship's keel, or the fuselage of an airplane, until gradually it partakes of the elementary purity of the curve of a human breast or shoulder, there must be the experimentation of several generations of craftsmen. In anything at all, perfection is finally attained not when there is no longer anything to add, but when there is no longer anything to take away, when a body has been stripped down to its nakedness.
The issue with tactics, and this is why I stopped playing Total War, is that either you need to make the tactics too complicated to abuse (like in AGEOD, where there isn't a way to magically 'win' a given battle via orders), or it becomes too easy to abuse (IE why I could do a WC with any given country on very hard difficulty). All you need to know is that 'encircle' is the best tactic.
Now, I'd be cool with combat events, that are modified by leader traits, but then that's an overcomplication of the military system which I would rather see in an expansion. As is we need more complex non-military systems.