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STGeorge

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Having never played EU3 and that I hear EU:R is based on the engine... can someone explain how the EU3 combat system works, after which can a Dev confirm or deny that we will be using the same system?

Cheers!!!! ;)
 

STGeorge

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Thanks.... but?????? :wacko: :eek:

STGeorge, you do not have permission to access this page. This could be due to one of several reasons:

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Admin anyone?
 

Veldmaarschalk

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STGeorge said:
Oh thanks. Is it too large to C&P here?

Yes it is. And I am also not sure if it is allowed since they have prevented public access to it for a reason
 

STGeorge

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Hmmm ok it seems as if its not too disimliar to the old EU2 system.... this is where my problem lies. I hated the combat in the early EU. It was far too randomn for my liking. I think we all in the early days had the 250,000 Cavarly wiped by a force of 10,000 infantry. I wonder whether EU3's combat engine still throws up odd results or whether its better from a tactical point of view?
 

Vacceo

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What about plundering after a battle or plundering implementation? For some cultures, war was a way not to get land, but to get wealth.
 

L'Afrique

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STGeorge said:
Hmmm ok it seems as if its not too disimliar to the old EU2 system.... this is where my problem lies. I hated the combat in the early EU. It was far too randomn for my liking. I think we all in the early days had the 250,000 Cavarly wiped by a force of 10,000 infantry. I wonder whether EU3's combat engine still throws up odd results or whether its better from a tactical point of view?

It's still not perfect, but it's FAR better than the EU2 system. There are no more completely ridiculous results.
 

Pode

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STGeorge said:
I suppose then if the gloves were off with EU:Rome what system would you guys like to see for Combat?

What I think I'd like and what I suspect will be implemented are similar (w00t). Number of units of each type available to recruit in a province determined by the balance of the population types (slave / free / citizen; modifiers for power settings, gov type, buildings, etc.). EU3 style selection of specific units for each of the basic unit types (allowing faction specific units and improvements over time). Combat resolved like in CK with different types active in different combat phases (scouting, skirmish, advance, melee, disengagement/rout).

Example: Rome takes a province. Slave pop increases, citizen pop split between slave and free. Rome goes to recruit units in this province and has a few peasant units available and maybe a velite skirmisher of freemen. Two generations and a colonia or two later, from that same province Roma can recruit one Equites, one Polybian heavy infantry legion, two or three Velites, and many peasants they want.
 

Strager

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The combat system should be vastly different from EU3 - not only was it one of peoples major gripes with the game, the time period is so different that it cant possibly be modeled the same and be considered even vaguely accurate.
 

hildoceras

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maybe because the scale of the game is the month rather than the day. Just wait to see the Empire in Arms combat system and you'll cry when as a player of the board game I see no problem.
 
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Euiii battle system

+ not as random as EUII, (EUII wasn't that "random" anyways)
+/- different kinds of troops(90% of which are useless)
- The most annoying piece of crap ever ( the ping pong effect, enemy Armies retreat anywhere they like, you fight them again with your land tech 40 vs. their tech 15, kill 100 men while you loss 1000 and then they run again, Keep doing that for 2 or 3 months to destroy an army of 20k with your 40k+ army)