So buggy ZoC is main issue of 1.14.. Any others?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

BrokenSky

Field Marshal
88 Badges
May 1, 2015
4.393
5.727
  • Knights of Pen and Paper 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Warlock 2: Wrath of the Nagas
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Warlock 2: The Exiled
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
Graphical bugs which will be fixed pretty quickly, if your alliance is accidentally broken (e.g. by being called into war by allies vs allies of your ally, trust is basically wiped. Similarly if enemy demands to break treaties, trust is wiped and the AI immediately ignores the previous friendship. Not sure if WAD there.

Also RNW could use more tiles but eh~.
 

happymix91

Colonel
43 Badges
Aug 3, 2011
948
870
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Charlemagne
There were several fort changes listed (captured forts, shared ZoC, affecting any country). The fact that I didn't expect all the consequences does not change that.
Funny, so if there were no mention about captured fort's gaining ZoC instead of lack of mention about changed ZoC working, you would click 'Disagree' to someone who point out captured fort's gaining ZoC.


Also, I think forts may even work as they "intended", but it's very unintuitive. We'll see what the devs say.
One of QA said that they will fix some issues with ZoC at Bug Reports.
 

gdj

Lt. General
33 Badges
Jul 25, 2015
1.261
1.737
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Stellaris: Synthetic Dawn
The major nerf to all smaller countries is my main issue with The Cossacks. Great Powers are now much more boring to play, while small ones became rather frustrating. Granada anyone?
 

FlicksZ

Private
2 Badges
Dec 2, 2015
18
19
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rights of Man
Do not have Cossacks dlc but just playing an Otto game with RR and AOW enabled and could not walk out of Constantinople after attacking and stack wiping the enemy due to its fort. Had to enable my ships to transport some troops out of there or watch a 3k Athens half eclipsed me lol.

Also I can now transfer control of any province to any vassal even if they can not core it. Very misleading and can really muck up a peace deal.

Edit. I did delete my fort at the start but still not being able to exit the way I came in seems wrong.
 
  • 1
Reactions:

herdor

Recruit
50 Badges
Apr 22, 2008
2
0
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Lead and Gold
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis 4: Emperor
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Cities: Skylines - Snowfall
  • Supreme Ruler 2020
  • Victoria 2
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II
An other issue with this patch/dlc:

After you generated a RNW you can´t load a Save Game in the lobby or change the start date or deactivate the RNW.
And in a game with RNW you can´t load any savegame, even a save from the same ongoing game.
It may be that this is designed to avoid problems, but it´s highly inconvienient if you have to restart every time you want to load or even before you start a game.
 

Will Steel

Centurion First-File
112 Badges
Oct 23, 2010
6.784
7.173
  • Heir to the Throne
  • Europa Universalis III Complete
  • Divine Wind
  • Imperator: Rome Deluxe Edition
  • Europa Universalis III Complete
  • Semper Fi
  • Stellaris: Leviathans Story Pack
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Cities: Skylines - Mass Transit
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Natural Disasters
  • Surviving Mars: First Colony Edition
  • Crusader Kings Complete
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Together for Victory
It seems Paradox has finally managed to implement fortification and castle-to-castle wars in the game.

It is all good until you realise that you must spend more on building and maintaining forts all along the border than having an actual army.
 

qusack

Recruit
63 Badges
Apr 26, 2011
8
9
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Cities in Motion 2
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis 4: Emperor
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
I have one problem with playing Oirat. I had a small army standing ready to DoW Korchin. Then suddenly Ming declared war against me. Now the army is stuck in my own country and cant move backwards to regroup with the main. Instead I have one choice. Go to the fort on Ming's side and siege it. Then wait for impending Ming army before my main force even can make it.

So the ZoC works on enemy territory? But the strange part is that all units being made outside the ZoC can run around in my own country freely. But units in ZoC at DoW or unit creation are stuck. Because they have no escape path or rather no path of entry and therefore are stuck in that ZoC forever until you take down that specific fort. I can comply that ZoC expands into other countries territories. But I don't comply being stuck because you can't run with the army away from ZoC because they where in the zone at the DoW.

This must be a bug?

5dsBkJQ.jpg

Green: Fort.
LightBlue: Areas where the units only can move.
Red: The effected units.
 
Last edited:
  • 2
  • 2
Reactions:

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.275
18.949
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Yes, you can not pass away from their ZoC deeper into the country before sieging down the fort. This is intended behaviour according to the design.

Is it also intended that you can't move into your own territory, away from a fort? After seeing this, I realized that if I timed a DoW I could literally trap armies from moving in their own territory using forts. While this turned out bad for me, understanding its nature suggests to me that I can time-DoW to abuse the hell out of it, especially against the AI:



I can't see how this functionality is viable. Knowing this, I could literally wait until an AI army is nearby, trap its armies, siege its capital/carpet non-forts, and it wouldn't be able to stop me until it gets rid of the fort. It can similarly be used to completely hose/block pieces of an alliance while you wipe/kick allies out of a war. If this is WAD, I don't think it should be, you can do some pretty broken actions with it.
 
  • 4
Reactions:

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.275
18.949
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
No you can't. Get back to us after you try it.

Seeing the bug reports, there is no question that it would work. The army shown literally can't go anywhere except onto the fort SE. If I can replicate the conditions under which this occurred (and I can), then unless the AI is under different ZoC rules than the player you can trap the AI, too.
 

ChildeR

Field Marshal
59 Badges
Dec 19, 2012
6.160
1.643
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Tyranny: Archon Edition
  • Surviving Mars
  • Age of Wonders III
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Is it also intended that you can't move into your own territory, away from a fort? After seeing this, I realized that if I timed a DoW I could literally trap armies from moving in their own territory using forts.
Since forts no longer care about whose territory it is, doesn't that mean that if trapping in your territory is possible, trapping in theirs must be too?

I can't immediately think of a rule that would solve this other than returning to ZoC that *doesn't* extend in foreign territory – which may have been for the best...
 
  • 3
Reactions:

qusack

Recruit
63 Badges
Apr 26, 2011
8
9
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Cities in Motion 2
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis 4: Emperor
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
Since forts no longer care about whose territory it is, doesn't that mean that if trapping in your territory is possible, trapping in theirs must be too?

I can't immediately think of a rule that would solve this other than returning to ZoC that *doesn't* extend in foreign territory – which may have been for the best...

One rule could be that the army gets in DoW one exit path in it own territory from that specific ZoC.

But sure if this is intended, but warn about a big change like that first. That units in DoW will be trapped forever. But I can't feel it will be quite abusive for players to use. Just build the best fort, Dow, then siege all you can while the AI/Player need to siege that lonely fort first. That will give you a headstart. Even worse if half of the army is trapped. Then you can target the other half instead and make it nearly impossible for the defending country.
 

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.275
18.949
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Since forts no longer care about whose territory it is, doesn't that mean that if trapping in your territory is possible, trapping in theirs must be too?

I can't immediately think of a rule that would solve this other than returning to ZoC that *doesn't* extend in foreign territory – which may have been for the best...

Easiest hotfix would be to make fort ZoC apply to friendly and neutral territory, but not to enemy territory unless occupied.

That will give you a headstart. Even worse if half of the army is trapped. Then you can target the other half instead and make it nearly impossible for the defending country.

If ZoC'd, half an army wouldn't be able to retreat very far if you were to shatter it...
 
  • 2
Reactions:

KungDenzel

Captain
97 Badges
Oct 6, 2013
315
314
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • War of the Vikings
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Leviathan: Warships
  • Cities in Motion 2
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Magicka
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Teleglitch: Die More Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Warlock: Master of the Arcane
  • Victoria 3 Sign Up
  • Mount & Blade: Warband
  • War of the Roses
I started a war with Ming as Mongolia, I got trapped by border forts so I couldnt even go back into my own country to save my capital. This needs to be addressed.
 
  • 1
Reactions:

Spartan10k

Recruit
92 Badges
Aug 13, 2009
5
1
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Naval War: Arctic Circle
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Surviving Mars
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Hearts of Iron IV: No Step Back
  • BATTLETECH
  • Victoria 2
Speaking about fort zones of control, has anyone encountered a bug where zones of control completely disappear? I was playing with a friend last night in MP, and on multiple occasions he and I could walk through enemy forts (which were manned) as if they weren't even there. However, later ZOC would kick in seemingly at random and function as it was intended (I think so anyway).
 

qusack

Recruit
63 Badges
Apr 26, 2011
8
9
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Cities in Motion 2
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis 4: Emperor
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
If ZoC'd, half an army wouldn't be able to retreat very far if you were to shatter it...

My army got intercepted in given screenshot and shattered to far far away. Until then they were trapped.
 

Apollyonna

Major
24 Badges
Mar 7, 2014
559
435
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
Really, I have one where my game crashes because of an event without a decision button and when the event finally disappears after several months, its game over... slightly worse than your ZOC issues ;)