When in a Civil War, we should not be able to use the Migration Mechanic.

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MohawkWolfo98

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In the stream that the devs posted yesterday, it seemed a little gamey that civil wars can be solved by effectively using mana points, by calling a migration and using it to crush the other faction.

I understand and hugely love the migration and mana involved, but would it be possible to impose a limit on not being able to do so, or at least allowing the AI to do this too? It seems like an exploit rather than an actual gameplay mechanic. :)
 

MohawkWolfo98

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Also, did anyone get the feeling that being bankrupt isn’t that much of a big deal in imperator? I know we will have bad modifiers, and won’t be able to build buildings, but it didn’t feel in the stream that ur country is in a crisis. The fact u can also disband mercs and pay while u are bankrupt also seems abit weird imo.
 

cristofolmc

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It was one of the biggest abominations Ive seen so far in this game. I hope it gets tackled and fixed. There are just too many thing you can do the AI can't to win a civil war that makes it literally impossible to lose. Like hiring mercanaries when -600. Thats just a shady hidden loan system with no interests. If you want a loan system, go ahead, implement it, if you dont, don't. But dont have a system thats inbetween those other twos with the best of each. At least, not during a war/civil war.
 

Johan

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Lots of the stuff you saw yesteday has been changed.

Migrations only take control of territory if they settle with more pops than currently present, and if you move a pop out to colonize a neighbour, there is now a cooldown of 1 year until that city can colonize another.

Ransom prisoner requires you to actually have cash.

Being in deficit is now a ticking penalty to all characters loyalty, and a +25% increase to all powercosts.

Blocking migrations whilw in civil war is also a good idea.
 

cristofolmc

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Lots of the stuff you saw yesteday has been changed.

Migrations only take control of territory if they settle with more pops than currently present, and if you move a pop out to colonize a neighbour, there is now a cooldown of 1 year until that city can colonize another.

Ransom prisoner requires you to actually have cash.

Being in deficit is now a ticking penalty to all characters loyalty, and a +25% increase to all powercosts.

Blocking migrations whilw in civil war is also a good idea.

Awesome Johan for adressing all our grievances. I wonder though I such obvious issues only come up with us viewers with the streams and not the betatesters and all devs constantly playing the game.

Thanks a lot and keep it up :)
 

Johan

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Awesome Johan for adressing all our grievances. I wonder though I such obvious issues only come up with us viewers with the streams and not the betatesters and all devs constantly playing the game.

Thanks a lot and keep it up :)

Mostly because when you develop or test a game that is not finished, you do not actually play the game at all, because you are busy actually writing the code needed, or testing that things are working according to the design written.

Most of the stuff mentioned was fixed in the hour immediately after the stream, as i noticed the stuff while playing.
 

Voigt

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Blocking migrations while in civil war is also a good idea.

Personally I wouldn't change this. This shows that tribals can mobilze a huge force if they desire to, it already has several drawbacks:
it costs 50 Mana per Province/Army
The army only consists of Light Infantry (maybe even give them a further debuff in fighting capabilities)

Not sure if one thing is in the game or not, but if you fight with an "Migration Army" you should loose pops proportional to the losses trough attrition and fighting. Especially as a rather small tribe like Saxony, it really would damper using your Migration Forces in a Civil War, if you would loose 1/4 of your pops because of this.

I mean you still would win, but to a rather high cost.


A completly seperate note: Did you notice, that your budget/debt got displayed as -2% or -1% in the game, when there was an Event which paused the game?
 

cristofolmc

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Mostly because when you develop or test a game that is not finished, you do not actually play the game at all, because you are busy actually writing the code needed, or testing that things are working according to the design written.

Most of the stuff mentioned was fixed in the hour immediately after the stream, as i noticed the stuff while playing.

So no ides of March release confirmed :( I guess it will have to be later now that you have to try out the game more for balance and bugs :( . Still, as I said, I would've thought so many betatesters would've noticed such noticable big issues. Give more beta keys maybe? :p
 

cristofolmc

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Personally I wouldn't change this. This shows that tribals can mobilze a huge force if they desire to

I wouldnt mind it if they AI was so smart and able to do it as well. Obviously it isnt, so better remove it altogether. It just feels to tricksy and gamey. When watching it totally felt like cheating.
 

Lord Tataraus

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So no ides of March release confirmed :( I guess it will have to be later now that you have to try out the game more for balance and bugs :( . Still, as I said, I would've thought so many betatesters would've noticed such noticable big issues. Give more beta keys maybe? :p
Pretty sure they haven't started the beta yet and these kind of small tweaks and fixes are minor work that are usually resolved in the beta stage. They are probably very close to or at feature complete with a few more content additions before they open it to beta testing where the majority of balance will be hammered out over a month or so. We could still see an Ides of March or Founding of Rome (mid-April) release.
 

Denkt

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Migration should be blocked during all wars in my opinion. Obviously you can use the migrants you have while at war but not create more during war as it will probably lead to serious exploits.
 

Chaingun

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I wouldnt mind it if they AI was so smart and able to do it as well. Obviously it isnt, so better remove it altogether. It just feels to tricksy and gamey. When watching it totally felt like cheating.

Eh, it's a question of where to spend the time: Make the AI good at core features or gimmicky tactics that will be nerfed the moment AI starts using them. Migration as it was (before whatever Johan changed today) was OP like heck and it's pretty pointless to make AI for anything that will be changed majorly.
 

Zentay

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Speaking of AI behaviour. At the end of a war, the AI left its troops where they were.

In EU 4 this happens too, and it doesn't seem right. Sometimes it also causes problem with attrition or makes it so that other countries cannot place their armies on that province because there isn't enough supply for two armies.

So when a war ends, the AI should find a good place for its troops.
 

MohawkWolfo98

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Lots of the stuff you saw yesteday has been changed.

Migrations only take control of territory if they settle with more pops than currently present, and if you move a pop out to colonize a neighbour, there is now a cooldown of 1 year until that city can colonize another.

Ransom prisoner requires you to actually have cash.

Being in deficit is now a ticking penalty to all characters loyalty, and a +25% increase to all powercosts.

Blocking migrations whilw in civil war is also a good idea.
Thank you so much for addressing player concerns johan, it is greatly appreciated. :)

Does that mean too we can’t hire/disband mercenaries when we are in debt as well?