Playing as Byzantines, between Biga to Edirne the Ottomans didn't get a strait crossing penalty even though my leader there had a higher maneuver value
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Didn't they remove crossing penalties for fort battles awhile back? Would be pretty stupid if you got a crossing penalty for the battle despite not even crossing anything.Biga to Edirne or Edirne to Biga?
Because Edirne is a fort and if it's under their control then you would've gotten the penalty.
Your maneuver value negated that effect.
That diminishes the use of being a naval power and its not historical.Because you don't control either side.
If they control both sides of a strait you can not block it anymore.
That diminishes the use of being a naval power and its not historical.
So what's the excuse for not so "thin straights"?Holding the a straight this thin with ships against forts would be suicide historically. You at least got to keep your ships.
Building a bride for an army to pass while having hostile ships threatening to attack is not possible. The place has to be secured first before engineers can start building.Holding the a straight this thin with ships against forts would be suicide historically. You at least got to keep your ships.
So what's the excuse for not so "thin straights"?
Building a bride for an army to pass while having hostile ships threatening to attack is not possible. The place has to be secured first before engineers can start building.
When Murad arrived with his Anatolian army in mid-October the straits were blocked. He was, however, aware of the blockade and had already taken countermeasures. Part of his army, it seems, crossed the Dardanelles below Gallipoli, out of sight of the allied fleet. At the same time, Murad sent instructions to the Grand Vizier Halil Pasha to wait for him on the European shore of the Bosphorus, at the place where the channel is at its narrowest, and to set up artillery to bombard the allied vessels... Halil Pasha arrived on the European shore with seven or eight thousand men on 'about 15 October 1444.' The Sultan arrived on the Asian side on the following morning, bringing with him metal for casting cannon. When the guns were ready, they fired on the fleet, providing, together with the artillery on the other shore, cover for the transports to bring the army across.
Right... would be sunk... even before fire weapons were a thing (at least in the game).The mechanic has to work for both.
There's plenty of places you could use to criticize the current strait crossing rules, but the Dardanelles, or even worse the Bosphorus, aren't it. They are rather the place where the "new" (over a year old now) rules make the most sense.
Any ship this close to land would be sunk, not hindering an entire army from crossing.
Emm... :/Right... would be sunk... even before fire weapons were a thing (at least in the game).
You pointed it like it was never discussed or mentioned by any of the devs before.Oh, and thank you for admitting that there are non-sensical strait crossings.
Yes. Extremely accurate weapons against moving targets.Emm... :/
They might be referring to one of these.
You pointed it like it was never discussed or mentioned by any of the devs before.
Right... would be sunk... even before fire weapons were a thing (at least in the game).
Oh, and thank you for admitting that there are non-sensical strait crossings.
irrelevant - if in a "thin" strait. --> "shooting fish in a barrel".Yes. Extremely accurate weapons against moving targets.
Nice one. But you were referring to straits [mentioned specifically]. To your point, mechanics are changed when better ones become available.Really? The devs have already admitted that there are a number of non-sensical mechanics in the game? Must have been not long ago, since those mechanics are still in place.
Yes. Extremely accurate weapons against moving targets.
Really? The devs have already admitted that there are a number of non-sensical mechanics in the game? Must have been not long ago, since those mechanics are still in place.
Identifying a problem is not the same as finding a solution is it?
As you might have noticed we have a whole sub forum devoted to listening to the ideas of the community.
That said I personally don't find straits particularly problematic right now (not that it falls on my table, it's game design rather than content design, I am here because I thought it'd be nice to expand on why the rules changed once more. Not everyone reads everything after all).
This is an abstract game in many ways and as a result it has abstract rules. You can still block movement, just not against someone who controls both sides of the strait. These rules makes a much better job of handling the various places on the map were units could cross without a proper fleet than the "old" rules did, in my opinion. That doesn't mean that they are perfect for every such place we have (or indeed that all such places are guaranteed to be correctly identified).