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.
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It is very likely that it does not need any further discussion and thus bumping it serves no purpose. If you feel it is necessary to make a new reply, you can still do so though.
Paid Feature: Blitz Command
The last 2 appear to be the numbers of battles in the theater; shield = you are defending, sword= you are attacking...I assume the colours are green = you are winning, red = you are loosing.What are those new icons on the theatre shields? Is that number of fronts, normal (shield) and blitz (sword)? Now that you leaked it, we expect some comment![]()
You can see in the second Picture, that there are 4 Attacks by the opponents going on. 4 Defensive battles. And the shield Shows the number "4". Maybe the colour green indicates, that you are actually winning.It is not. It is in fact even more interesting than that, but I will leave that alone until Podcat gives it a proper DD![]()
less than a Minute too late, dammitThe last 2 appear to be the numbers of battles in the theater; shield = you are defending, sword= you are attacking...I assume the colours are green = you are winning, red = you are loosing.
The last 2 appear to be the numbers of battles in the theater; shield = you are defending, sword= you are attacking...I assume the colours are green = you are winning, red = you are loosing.
I expect this too. As a Field Marshal edition owner it doesn't really concern me, but this is a kind of feature I would expect to go into to the base game.I foresee a vigorous discussion about blitz command being a paid feature.
I can neither confirm nor deny this.The last 2 appear to be the numbers of battles in the theater; shield = you are defending, sword= you are attacking...I assume the colours are green = you are winning, red = you are loosing.
Not looking like it, sorry. (though I agree that would be a nice feature.)On a side note I hope the next patch allows us to reroute our convoys, currently they are game breaking.
I expect this too. As a Field Marshal edition owner it doesn't really concern me, but this is a kind of feature I would expect to go into to the base game.
That said: how does the AI handle this? Is it able to utilize this command? And will it behave different with or without the expansion?
What happens when you do not have the minimum number of divisions to give a garrison order? Can you just not give the order, or will the divisions move from province to province guarding the intended targets intermittently as if on guard duty? I think the later would be nice.
No. The execution of the regular order tries to adapt to changing situations, tries to not overextend too much etc. The blitz just straight up rushes exactly the provinces highlighted when the arrow has been drawn, no matter what risks.
That will be in the expansion after that.On a side note I hope the next patch allows us to reroute our convoys, currently they are game breaking.
Indeed.I doubt that's in anyway your call though, so thank you (and whoever else was responsilbe for the programming side here) for your work in improving the game.
Will your units try to defend the new borders you create with the blitz command or do you have to defend the borders yourself with other units?
The intention is that it will be able to do this, though it is still a work in progress. While I would prefer the AI to play the game as much on the players terms as possible (and NOT use the blitz if the player is not capable of doing so), it may not be up to me, and it may turn out that is is a significant enough improvement to be desirable regardless of if the player can use it or not.
I expect this too. As a Field Marshal edition owner it doesn't really concern me, but this is a kind of feature I would expect to go into to the base game.
That said: how does the AI handle this? Is it able to utilize this command? And will it behave different with or without the expansion?
Does this just count the number of divisions needed to put one in each spot (spot = province or state?) as you said or does it also take in consideration how many it needs to actually fulfil the task efficently? I'm especially thinking about the supress rebels task here. Of course that would depend on the suppresion value of the divisions, but maybe this can be taken into consideration (e.g. using the average suppresion value of all already assigned units or just some fixed suppresion value)?It will also help you a bit and count up how many divisions are at least needed so that it can place one on each spot according to your order.