1. Cancelling movement should not instantaneously teleport the army back to the starting point:
Instead I think it should reverse the movement so that it takes time for the army to return to the starting point. A realistic handicap for the player and the AI that cannot be so easily exploited. Paradox did implement the rule where moving more than 50% of a distance makes the army impossible to turn back, but anything before those 50% will instantly teleport the army back which is not very realistic. I think this idea could possibly either replace or work together with that mechanic.
2. Stop getting caught in battle by an army that is miles away:
Another matter related to this, is that I think there should be more to it than simply being in the same province whether or not two armies get locked in battle. The distance between the enemies can often be weeks or months, but because they're technically in the same province the battle happens. This is especially ridiculous when that province is as large as Ireland itself. I'd like to see a way to making armies having to actually catching up and at most being within 1 day's reach of each other before a combat can happen. To prevent a lot of endless boring chase the chasing army could get a speed bonus for example.
3. Movement speed:
While we're on speed bonuses - both of these suggestions would probably hugely increase the importance of having commanders with the Organizer leader trait. Regarding that trait I was wondering whether it would be better if it had more to do with terrain specialization than a flat movement boost to all kinds of terrain. Wouldn't it make sense if a commander specialized in rough terrain in addition to fighting better there, also was able to move quicker through them? It does to me. In regards to my first two suggestions this would probably have a meaningful impact on chasing armies as well, since you could end up in terrain in which your commander is either quick or slow.
Would these ideas be possible? Would they be fun? What do people think?
Instead I think it should reverse the movement so that it takes time for the army to return to the starting point. A realistic handicap for the player and the AI that cannot be so easily exploited. Paradox did implement the rule where moving more than 50% of a distance makes the army impossible to turn back, but anything before those 50% will instantly teleport the army back which is not very realistic. I think this idea could possibly either replace or work together with that mechanic.
2. Stop getting caught in battle by an army that is miles away:
Another matter related to this, is that I think there should be more to it than simply being in the same province whether or not two armies get locked in battle. The distance between the enemies can often be weeks or months, but because they're technically in the same province the battle happens. This is especially ridiculous when that province is as large as Ireland itself. I'd like to see a way to making armies having to actually catching up and at most being within 1 day's reach of each other before a combat can happen. To prevent a lot of endless boring chase the chasing army could get a speed bonus for example.
3. Movement speed:
While we're on speed bonuses - both of these suggestions would probably hugely increase the importance of having commanders with the Organizer leader trait. Regarding that trait I was wondering whether it would be better if it had more to do with terrain specialization than a flat movement boost to all kinds of terrain. Wouldn't it make sense if a commander specialized in rough terrain in addition to fighting better there, also was able to move quicker through them? It does to me. In regards to my first two suggestions this would probably have a meaningful impact on chasing armies as well, since you could end up in terrain in which your commander is either quick or slow.
Would these ideas be possible? Would they be fun? What do people think?