I played EU4 until 1.11 ; but I stopped at Common Sense and further. The development change locking away a part of what was in the base game displeased me, but the real big huge issue was the fort ZOCs. It never made sense that a fort blocks movement 100 miles away, but
the huge convoluted mess of exceptions making impossible to be sure of what is allowed or not is a fun-killer. Yes, carpet sieging was kinda boring, I agree. But rules were clear, intuitive, transparent.
About "small countries vs big countries" : a weaker country wil always lose against a stronger one, so if you are to win it involves allies/merc/etc. That's expected
For those saying we should keep ZOC because it somehow would help small countries (which I doubt), think rather how to avoid "total war". Forts shouldn't be a way for the weak to beat the strong anyway. A big power with several borders shouldn't be able to commit all its troops in a given point without serious downsides.
The huge issue is Paradox don't want to say "we fucked up" and so only ever tried to change parts of the rules by adding exceptions instead of recognizing that the whole "ZOC" paradigm is at the root of this mess and it needs to be replaced by a new paradigm.
And to those saying we can't do better ; well I guarantee you if Paradox paid TMiT to create something with more depth that the original carpet-sieging but without all the current mess (especially : where you came from should never ever count to predict movement), he would do it. Hell, I could too. And if we were employed by Paradox to fix it and shipped the fix next patch, you would tell how great it is. But we aren't employed by Paradox, and what we would do will never be in an official patch, so you'll stick to "it's the best we can have" because you dismiss out of hand the other proposals (TMiT gave some rough possibilities in one of his post above, they can be fleshed out and there are others still)
Now, to comment some posts (warning : the reminder of this post may be boring)...
huh, there always is a simple solution, if zoc is complex and doesnt work, dont use zoc, use something else
It would need Paradox admitting they fucked up. And the more time passes, the worse it is : saying "we fucked up but we fix it next patch" is really not that bad. Saying "we fucked up and refused to change paradigm for 2 years but we will now" is much harder. Most humans are not capable to say that (and me neither, probably).
It's almost like they had a different model before, and players could actually understand the rules for it...hmm...maybe I'm just getting old but I seem to remember something like that, and it being scrapped before its replacement was finished...
Wow ! You're against progress ! What a reactionary you are !
Seriously : I watched a few multiplayer streams before 1.12 ; and the wars were compelling to watch. It required skill to do, but onlookers understood what was going on, and carpet siege intervened mostly in the later parts of the war.
Of course in single player, where you design your wars to roll over the enemy, the "track down the enemy army three times back and forth before carpet sieging" was far from the best possible, but that was a bad reason to replace it with worse.
It's a rule that is documented nowhere ingame, outside of trial and error you will never understand why it works like this. Add the mess that begins once multiple ZoC overlap, and you get a maze of bullshit movement rules you can only navigate by pausing, picking your army and trying out where you can go and how the pathing is done to get there. If the ZoC rule requires half a dozen undocumented special rules to reduce unwanted abusable effects, then maybe the original rule is bad.
...
there's no logical explanation how a fort somewhere in the grass land is supposed to inhibit troop movement a hundred miles away from it. If a rule is implemented strictly for gameplay reasons, then it should improve gameplay, not make it worse.
This.
I see people make a case it's intuitive or not opaque.
Those same people utterly fail to demonstrate actual knowledge of the mechanic that is supposedly intuitive in the vast majority of cases. The example I used in this thread is egregious but not uncommon.
Obscure game rules reduce the strategic part of the game. Understanding what's going on and what you can do is essential.
"Difficulty by obfuscation" is a bad way to do things.
This is a beta mechanic and it should not have been implemented until it was finished. I do find it strange that players so frequently defend this rule set while not knowing it...
I'll probably get dislikes for saying it, and probably even more by saying I will get dislike for saying it (I hope to be wrong, but from experience...

) : there are people who will defend what's the official rule because it is the official rule, even if it is a bad rule. We find those people a lot in everyday society, they are on those forums too.
It's quite sad, because they are probably sincere when they say they don't see what's wrong. A kind of automatic blindness to what may put them in the bad graces of the authority, which may be a good reflex survival in a prehistorical tribe but is seriously annoying in modern civilization.
It was easier to defeat large nations with small ones under 1.6 rules than it is in 1.24 rules. Forts aren't the only reason, but that's the reality of it.
Most players don't remember 1.6 (myself included), so that's lost on them.
This has been a convoluted system in every iteration since it was implemented years ago and is easily one of the most consistently damaging mechanics to the game.
This.
Regardless of the actual explanation, ZOC is a terrible system and the sooner it is replaced the better. Specifically, any replacement should fit all of these criteria:
- Easy to understand, with no special undocumented rules.
- Never leaves armies trapped, unable to return from whence they came.
- The AI should have to follow the same rules as a human, with no cheating or shortcuts.
Given the horrendous mess we currently have, I don't have much faith in Paradox to be able to create a system like that. But anything would be better than what we have now. Hell, why not make fort rules moddable so players can experiment with their own systems? Then you can just pick the best of what the community comes up with, so you can focus on other important things like fixing the AI or making new content.
This too.
Yes, a small nation could get lucky and take down a larger one - but it was far more likely they’d get stack wiped and crushed. And the fact that a small nation could get lucky and take down a larger one was another strike against the old system. With ZoC taking down a superior enemy requires skill, not luck.
Forts shouldn't serve to allow the weak do defeat the strong anyway (and they don't really). Conflating these things muddy the argument.
this is what many people here don't get..
No matter IF the player's don't get the rules, and no matter IF the AI does a valid move or not when "dodging" ZoC....
Small part of the community here might actually rage and quit playing this game over counterintuitive rules.
I know I did.
I don't care if the AI follow the rules when making its weird move and if as a player I can also use weird things like merging armies at my advantage.
It's a mess, and figuring out what I can and can't do is a pain. It's not fun nor strategic.
Here's the thing: it doesn't really matter if no one can explain a particular move, because most people don't care. Most people accept that sometimes forts stop movement and sometimes they don't. No one can be bothered figuring out what the rules are, because they're too complex, and when you do know them it doesn't help that much, because there's too many variables. And yet people keep on playing the game (and buying the DLC).
And, again: Yes it would be great if they implemented a better system. But they can't, so we're stuck with this one.
They could, if they ditched the ZOC paradigm and rethought it from the ground up.
Classic business method ; establish a set of requirements and then work out something which fits it. "ZOC" shouldn't be in the requirements, it's a tool.
Of course no new method will be perfect, but given how the current one fails, doing better is 100% doable - requirements and possibilities to fulfill them have already been proposed.
This system is horrible. This is, quite simply, NOT how army movement should work in any strategy game.
This ruined the game for me when it got implemented, but I gave it another chance a few days ago, because I used to LOVE EU games, but no. It's unplayable for me.
I honestly can't understand how the hell can people enjoy a game where you almost have no control over your armies.
This.
One side is simply incapable to understand that just because something works as it was designed to work, it's not neccessarily a good system.
Or so it seems, at least.
This system could maybe make sense, if forts were positioned BETWEEN provinces, or something like that.
A fort between Paderborn and Münster should lead to situations like this, but a fort in whatever third province shouldn't.
This would make more sense than ZOCs for sure (and it's doable too, I could lay out how, though I wouldn't say if it's worth it given other less radical possibilities)
I can see why people think the current fort system is bad, but that does not mean paradox made a mistake in keeping it.
Simply because no overall better system has been invented yet, or at least none I am aware of.
Another example:
Democracy is also a really bad system, but it is still better than anything else we came up with until now, so we're stuck with it.
Not because no other better system has been invented but because no other better system has been implemented by Paradox.
There are other possibilities, they are just dismissed from the start because they are that, possibilities not yet implemented. In that way, the comparison with democracy is somehow valid, as there is no calm and rational discussion possible with the zealots defending it (but that's not specific to democracy at all, that's true of any political system for those living under it, be it monarchy, communism, fascism, non-democratic republic, etc.).
The other side is incapable of understanding that all alternatives presented so far have been worse, but the fact that we get regular updates of them trying to implement a new system is a sign of them working on it, telling us they are very aware of ZoC being suboptimal in its current form, which apparently isn't enough so why not call everyone else a stubborn idiot with too much experience in the game (however that's supposed to be an insult is fleeing me) leading to a stalemate and dozens of pages without any progress.
All there updates have kept the core ZoC paradigm. This core paradigm is flawed and the root of all the nonsense of this system and its previous iterations.
There are better alternatives proposed, but they don't fit in the ZoC paradigm nor have been implemented by Paradox in a patch so we can't say "hey, play patch X to see that this system is indeed better". We have to rely on theoretical explanation about how it would better fit various requirements, and it's easier to dismiss out of hand with "I feel it will fail this other one".
The system will remain broken as long as two armies in the same location can have different move restrictions while fighting together, and as long as you can't look at a still image of the map with no units selected and tell me (with confidence) where all units can go.
That should be unanimously approved. I don't get how anyone could truly desire rules who do not adhere to this standard, necessary to keep things clear and intiutive.
The current system is broken, anything that isn't beats it.
They have been "aware of the problem" for literally half of the game's major patch cycles now, we're kind of past the point of leeway. If it was really considered a significant enough issue, it wouldn't still be in this state.
Alas...
The system in beta shared most of the problems we have today, including the ones I already mentioned here.
They kept ZoC, it kept failing.
And both your other suggestions have the problem, that blocking parts of your country from enemy access is really hard (3) or completly impossible (2), which is something I really like about the current system.
It should be less about full blocking and more about going far from your controlled territory being dangerous (attrition if you are not next to a controlled province ?). Then, even if forts task was only to delay a lot the capture of a territory/to recapture nearby occupied province without enemy troops ; it could sorta work.
Right now, it is impossible to look at a picture taken of a situation in the game and discern where any unit not selected is capable of going. That's not a matter of opinion, it's objective reality given the current rules. I can trivially produce two identical pictures where the unit movements allowed are different...
Yes and that's absurd.
That system had strategy too, albeit with a little less depth. I might as well point out that current forts are also being "romanticized" what with the "best option we have" type language and likening it to democracy earlier X_X.
Indeed.
I am not convinced suggestions get read more than here, going by evidence/past changes..
Yeah, it's not read a lot or at least has little impact on what is done anyway.