Hello, I'm Zwirbaum and I'm back with another possibly pointless thread, this time it is aimed at Fort ZoC.
First let's start with what the initial idea/concept behind ZoC according to the devs and what I assume is their goal
-Eliminate carpet sieging
-Eliminate problem of wars between middle sized countries where one battle + stackwipe following it, would decide the outcome of entire war
-Give some kind of tactical/strategical depth to the war
-Importance of strategically placed forts e.g. in mountains
Now let's face couple problems with the current implementation of fort ZoC. (feel free to add more)
-It is not the most intuitive system (I would guess a lot of people didn't know most inticracies about the ZoC system until @remanemporor made his video about it)
-Because of it not being 'intuitive' - a lot of people accuse AI of cheating, or it can lead to frustration
-Being based on 'return province' and army based it can lead to strange situations where two armies from the same province may need to go vastly different route to target province
-Merging armies may lead to being unable to move, or severly limiting it's movement, because of the 'return province' system.
-Sieging fort down may lead you to having less movement option
So I was thinking about how to improve the current mechanic - and to remove some of the problems mentioned above, while retaining the original concept behind the forts that PDS decided to implement in game and I this is what I came up with - discussion, problem pointing, criticism is welcome.
Fort Zone of Control Mechanic
First, let's change the army based ZoC movement rules to the 'tile/province' based. What that means? It means, if you can trace route from this province to designated province via 'movement allowed' rule, you can move there - no matter where you army started, entered ZoC from which direction and where, what it matters is if it can move through movement 'rules'
Now let's go to those movement rules. All provinces will have 'value/type' assigned to them, and that will dictate to what 'value/type' it can move to.
** IMPORTANT - ZoC do not project across the border **
Classifications:
HOSTILE - Provinces your enemy owns
FRIENDLY - Provinces you own + all occupied hostile forts
ZoC-Friendly Adjacent - Provinces in hostile Zone of Control adjacent to your friendly province
ZoC - Provinces in hostile Zone of Control not-adjacent to your friendly provinces.
Hostile Fort - Hostile forts + all forts their occupy, projects ZoC
How that works?
You can move from one province to adjacent province according to the allowance of movement between those two types of provinces.
HOSTILE: Allows to move to FRIENDLY, HOSTILE, ZoC-Friendly Adjacent, ZoC provinces, Hostile Fort
FRIENDLY: Allows to move to FRIENDLY, HOSTILE, ZOC-Friendly Adjacent, Hostile Fort
ZoC-Friendly Adjacent: Allows to move to FRIENDLY, Hostile Fort, ZoC-Friendly Adjacent, Hostile adjacent to Friendly
ZoC: Allows to move to HOSTILE, Hostile Fort, ZoC-Friendly Adjacent, ZoC Adjacent to Hostile
Hostile Fort: Allows to move to FRIENDLY, ZoC-Friendly Adjacent, HOSTILE, Hostile Fort if it is adjacent to ZoC-Friendly Adjacent province or FRIENDLY adjacent, ZoC only if there are no ZoC-Friendly Adjacent provinces/Friendly adjacent to this, and you can trace path with movement allowance to ZoC-Friendly Adjacent/Friendly
** Miltary Access including allies, subjects, uncolonized = FRIENDLY. Sea tiles count as 'hostile / do not spread friendly adjacency'
What it changes:
First, it eliminates the case of merging armies, and armies despite being in the same spot traveling to target province using two different paths.
More intuitive.
No longer sieging down fort would lead to having less movement options.
This is first draft, and as I mentioned earlier, feel free to add some 'edge' cases, point the 'holes' in my idea etc. If you have different idea, or want to discuss different aspect do so as well.
First let's start with what the initial idea/concept behind ZoC according to the devs and what I assume is their goal
-Eliminate carpet sieging
-Eliminate problem of wars between middle sized countries where one battle + stackwipe following it, would decide the outcome of entire war
-Give some kind of tactical/strategical depth to the war
-Importance of strategically placed forts e.g. in mountains
Now let's face couple problems with the current implementation of fort ZoC. (feel free to add more)
-It is not the most intuitive system (I would guess a lot of people didn't know most inticracies about the ZoC system until @remanemporor made his video about it)
-Because of it not being 'intuitive' - a lot of people accuse AI of cheating, or it can lead to frustration
-Being based on 'return province' and army based it can lead to strange situations where two armies from the same province may need to go vastly different route to target province
-Merging armies may lead to being unable to move, or severly limiting it's movement, because of the 'return province' system.
-Sieging fort down may lead you to having less movement option
So I was thinking about how to improve the current mechanic - and to remove some of the problems mentioned above, while retaining the original concept behind the forts that PDS decided to implement in game and I this is what I came up with - discussion, problem pointing, criticism is welcome.
Fort Zone of Control Mechanic
First, let's change the army based ZoC movement rules to the 'tile/province' based. What that means? It means, if you can trace route from this province to designated province via 'movement allowed' rule, you can move there - no matter where you army started, entered ZoC from which direction and where, what it matters is if it can move through movement 'rules'
Now let's go to those movement rules. All provinces will have 'value/type' assigned to them, and that will dictate to what 'value/type' it can move to.
** IMPORTANT - ZoC do not project across the border **
Classifications:
HOSTILE - Provinces your enemy owns
FRIENDLY - Provinces you own + all occupied hostile forts
ZoC-Friendly Adjacent - Provinces in hostile Zone of Control adjacent to your friendly province
ZoC - Provinces in hostile Zone of Control not-adjacent to your friendly provinces.
Hostile Fort - Hostile forts + all forts their occupy, projects ZoC
How that works?
You can move from one province to adjacent province according to the allowance of movement between those two types of provinces.
HOSTILE: Allows to move to FRIENDLY, HOSTILE, ZoC-Friendly Adjacent, ZoC provinces, Hostile Fort
FRIENDLY: Allows to move to FRIENDLY, HOSTILE, ZOC-Friendly Adjacent, Hostile Fort
ZoC-Friendly Adjacent: Allows to move to FRIENDLY, Hostile Fort, ZoC-Friendly Adjacent, Hostile adjacent to Friendly
ZoC: Allows to move to HOSTILE, Hostile Fort, ZoC-Friendly Adjacent, ZoC Adjacent to Hostile
Hostile Fort: Allows to move to FRIENDLY, ZoC-Friendly Adjacent, HOSTILE, Hostile Fort if it is adjacent to ZoC-Friendly Adjacent province or FRIENDLY adjacent, ZoC only if there are no ZoC-Friendly Adjacent provinces/Friendly adjacent to this, and you can trace path with movement allowance to ZoC-Friendly Adjacent/Friendly
** Miltary Access including allies, subjects, uncolonized = FRIENDLY. Sea tiles count as 'hostile / do not spread friendly adjacency'
What it changes:
First, it eliminates the case of merging armies, and armies despite being in the same spot traveling to target province using two different paths.
More intuitive.
No longer sieging down fort would lead to having less movement options.
This is first draft, and as I mentioned earlier, feel free to add some 'edge' cases, point the 'holes' in my idea etc. If you have different idea, or want to discuss different aspect do so as well.
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