As the current Dev Diary 8 thread has shown
there are many people who think that the 1 province 1 terrain system is a bad change.
Besides counting on the popular will, I will state my own three reasons for claiming that that would indeed be a bad change, hoping for others to add theirs and help me refine my points.
1) It removes unpredictability, which is nice mainly because of two reasons:
3) It reduces complexity and pre-war planning, unnecessarily simplifying the much more complex reality of provinces.
Now, one could argue that the terrain penalties did not make much sense in the first place, since battles were almost never fought on a mountain slope and woods hampered the attacker as well as the defender, and often made up only a part of the battlefield. However, I'd argue that the terrain, more than representing actual the actual battlefield, represents the movement armies made before engaging in order to get the best possible advantage in battle (this may include the Napoleonic tactics of manoeuvre sur le derrières - excuse my French, field fortifications and outflanking).
So unless the terrain system is reworked like this (just some examples, not that I endorse those)
in order to take care of these added layers of complexity, I'd ask you, Paradox, to keep the system as it is now in 1.7.3
DISCLAIMER: I am NOT against the change as such, but I'd like Paradox to rework the system as to make Manouvre matter at least as it does now and terrain more interesting.
Fixed price and fixed terrain seems very arcadic.
One Province - One Terrain: so maneuver for land is virtually useless now. You could display the calculated possibility of terrain on a province with the general's maneuver ability taken into consideration. I really don't like it.. Battles should have some elements of unpredictability. Clauswitz said all battles eventually become chaos due to unpredictable turnout of events - predictable battlefield is something not very realistic.
I honestly don't like this. But I guess it follows a trend of chopping away everything that requires a modicum of effort to be made more clear or interesting.
I'm not a big fan of removing the terrain randomness either, and I think most of the other features presented on this dev diary are close to uselessness.
The terrain change also seems iffy, though I am eager to see how it plays.
Whilst the fixed terrains certainly make things more predictable, they as well make the combat system less complex and additional nerf leader maneuver. I'm really against that change.
CK2 has also a much much much more detailed combat system that makes up for it, and much more province for a given landmass that allow to conserve some granularity while having only one terrain per province
I fear that, ironically, Combat will now be more shallow in the Patch named "Art of War" as a result of this change.
One terrain, one province: This harkens back to...what, EU1 and 2? It's not the worst thing that could happen, but really if we're accepting that a 'battle' actually consists of two armies manoeuvring through the province to achieve advantage, then who's to say where the battle will be held?
Don't like simplified terrain, do ike river changes. Unforuntate that you decided to take both.
A terrible change to the territory. Makes maneuver a bit more useless as well.![]()
1 province 1 terrain = weak sauce
All is good except the one terrain for each province thing. Boring and too simplistic. A step backwards. Reconsider it.
Yes, I agree, I really don't like this change, I like the unpredictability of the current system and there's more of a point to having a good maneuver leader currently. If the fixed terrain system is going to happen, maybe at least make high maneuver have give some reduction to terrain penalties, though I would still prefer the current system
unpredictability of battles added excitement and reality but if you wanted to mitigate against surprises you used leaders with high maneuverability? I'm all for game optimisation but this feels like a dumbing down to Risk boardgame levels.
As the expansion was called "The Art of War" I was looking forward to a bit more complexity in combat not less. So many features in March of the Eagles and even CKII that could have adopted/adapted.
90% cool.
10% but I liked multiple terrains per province.
Hum, kinda, although I am split on that matter.
I liked the added randomness of the current rules. But it was not one of the necessary fetures of the newer games. I can very well live with only one Terrain/province.
Making terrain fixed and changing demand ae potentially two VERY stupid things.
Why the hell mess with terrain? So maneuver will only be used for speed and attrition?
The removal of supply and demand and random terrain is absolutely terrible. The devs have chosen not to answer why on these changes showing that even they don't know why it happened
One-terrain per province I don't like so much. I'm not really sure why this one was made, because I thought the randomized terrain was more realistic. Not to mention the concerns about how it's a nerf to maneuverability.
now with these fixed prices and the 'one prov - one terrain' thingy you have finally made me regret buying this game ever. (let alone pre-ordering it.)
congrats from someone who has been playing your games for more than 10 years now.
Besides counting on the popular will, I will state my own three reasons for claiming that that would indeed be a bad change, hoping for others to add theirs and help me refine my points.
1) It removes unpredictability, which is nice mainly because of two reasons:
- From a historical-realistic point of view, it sort of represents both the chance factor of battles (see Clausewitz) and, more importantly, the moment when generals tried to gain the best terrain
advantage before engaging the enemy. I'll just remember two most famous examples of this happening in history. Firstly, the top quality military manoeuvres of Turenne and Montecuccoli
on the Rhine during the Franco-Dutch war in 1675. Secondly, Napoleon's two Italian campaigns (1796-7 and 1800) where, thanks to his *6 pips in manoeuvre stat* he was able to outmanoeuvre the
Austrians and avoid what would be the Mountain penalty in EUIV. Yet, he was fighting in in the Alps. - Gameplay-wise. It will worsen the current WW1 strategy in MP games, since by knowing that for instance Alps will always be Mountains, players will almost never attack,
while now if I am France and I have a general much better at manoeuvre compared to my Austrian rival I may very well try to attack in a province with a relatively small percentage of Mountains.
3) It reduces complexity and pre-war planning, unnecessarily simplifying the much more complex reality of provinces.
Now, one could argue that the terrain penalties did not make much sense in the first place, since battles were almost never fought on a mountain slope and woods hampered the attacker as well as the defender, and often made up only a part of the battlefield. However, I'd argue that the terrain, more than representing actual the actual battlefield, represents the movement armies made before engaging in order to get the best possible advantage in battle (this may include the Napoleonic tactics of manoeuvre sur le derrières - excuse my French, field fortifications and outflanking).
So unless the terrain system is reworked like this (just some examples, not that I endorse those)
The proper way to do it: attacking general maneuver overcomes defending general maneuver and terrain penalties.
6 maneuver general attacking 3 maneuver general in mountains, across river = 0 penalty.
Even better, if your pips are better, the defender gets the penalty!
I love the changes! Especially the terrain change!
This makes me feel like land maneuver should directly reduce the die penalty from terrain. I don't know how exactly. Perhaps min(die penalty + manuver differential, 0)?
DISCLAIMER: I am NOT against the change as such, but I'd like Paradox to rework the system as to make Manouvre matter at least as it does now and terrain more interesting.
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