Between the last two patches I've heard a lot of complaints about how zones of control often lead to counter-intuitive and even utterly nonsensical movement paths. I appreciate that Paradox was trying to introduce another level of strategic depth to war with zones of control, but as it stands (even taking 1.14's tweaks into account) their implementation is in desperate need of re-evaluation.
The fundamental issue with zones of control is that they run counter to the general tendencies for how the game otherwise operates, namely that virtually all other systems treat provinces as entirely separate and distinct (some aspect of one province's status doesn't typical affect the status of other provinces). While in some sense abandoning that general principle could result in some welcome additions to the game (ex. if the religion/culture of adjacent provinces affected rate of conversion), I don't think army movement is the best place to be imaginative. If this were a game with tiles like Civilization then it might be different, but with EU4 the idea that forts restrict movement through adjacent provinces is far too arbitrary ("that single pixel touching the fortified province means I have to go siege that fort?").
The solution I would identify is to only have zones of control apply to the individual province where the fort is located. So in other words, if a province has a fort, you can move into that province to siege the fort but until that fort is sieged your army can only retreat in the same direction that it originally advanced. That said, you should be able to bypass a fortified province by taking a detour around that province, and therefore in order to fully block an advancing army you would need a continuous frontier of fortified provinces. Then to preserve balance you would simply need to make forts cheaper than they are currently and possibly also set fortifications apart from normal building slots. It's still not 100% ideal but I think that would be vastly better than the current implementation.
The fundamental issue with zones of control is that they run counter to the general tendencies for how the game otherwise operates, namely that virtually all other systems treat provinces as entirely separate and distinct (some aspect of one province's status doesn't typical affect the status of other provinces). While in some sense abandoning that general principle could result in some welcome additions to the game (ex. if the religion/culture of adjacent provinces affected rate of conversion), I don't think army movement is the best place to be imaginative. If this were a game with tiles like Civilization then it might be different, but with EU4 the idea that forts restrict movement through adjacent provinces is far too arbitrary ("that single pixel touching the fortified province means I have to go siege that fort?").
The solution I would identify is to only have zones of control apply to the individual province where the fort is located. So in other words, if a province has a fort, you can move into that province to siege the fort but until that fort is sieged your army can only retreat in the same direction that it originally advanced. That said, you should be able to bypass a fortified province by taking a detour around that province, and therefore in order to fully block an advancing army you would need a continuous frontier of fortified provinces. Then to preserve balance you would simply need to make forts cheaper than they are currently and possibly also set fortifications apart from normal building slots. It's still not 100% ideal but I think that would be vastly better than the current implementation.
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