You assume that the rules can be broken against the player without the player noticing.
That is wrong.
If you can play StarCraft 2 at 300 APM professionally you might be able to avoid ever getting caught looking away and therefore not seeing an enemy stack approach ZoC ever.
Even then I have doubts. This game doesn't have that kind of setup to allow rapid map-panning.
Player pathing manipulation means using the bug that illegal moves can be made because they were legal once?
Then that wont happen also because I dont mothball border forts and the AI starts moving their armies after declaring war and not before.
Most defenders of the fort rules don't know them as well as they think

. You could pay for your forts from 1444-1821 and there are still ways through them. Depending on where they are located, multiple ways.
Show me an example of the things I said not applying, else I can just assume you cant cope with someone being smarter than you and actually understanding something you think is not understandable.
If you can first explain the screenshot I posted earlier in this thread off-hand by listing all the possible ways I might have been able to legally make that order, we can play ball. Otherwise, pointing a finger at me for not understanding is silly.
But if you could do that, you wouldn't have only mentioned mothballing above.
Anyone thinking a fort system without movement blocking would be ok is wrong:
That would mean every war between big nations is decided by a single big battle.
With everything else being kept the same the winner would chase down the rest of the enemy army and then carpet siege.
That is not how pre-1.12 wars between competent players went, so I don't see what leads to this conclusion.
You're telling people who routinely solo'd Oirat with Mongolia or Mamluks with Ethiopia that wars between nations were decided on one battle (they weren't) or that stronger nation always won + carpeted.
Meanwhile, the importance of troop positioning before/during wars declined with the implementation of ZoC. Getting 1/2 your empire assaulted down while you were abroad used to be a legitimate threat. Now a high level contemporary fort with defensiveness can hold out > 1 year in several parts of the game, allowing an army in India to consistently sail halfway across the world to relieve the siege. Holding defensive terrain? Gone, forts give you defensive bonuses regardless.
They didn't only add depth. They pulled some too. Still, TL : DR version is that it's strictly inaccurate to claim that wars were 1 big battle.
The one issue I see here is that you can mothball forts, then trap enemy armies (though they can always fight their way out). Of course, that could be avoided by teaching the AI to take mothballed forts as often as possible.
You can also still get trapped and lose movement options as a result of taking an enemy fort.
The system might not be perfect, but it works.
It is disingenuous and intellectually rude to say this without addressing the points made against them in this thread.
If you look at the screenshot I posted and tell me the system "works" I don't know what to say, other than that it's useful to understand what the rules are before defending them, and ZoC map mode won't tell you everything, or even what Reman showed in his video.