querulously
10-25-2002, 22:24
I was putting up a few undocumented features on the offical board (pre hack) and I wonder if anyone on the Org would like to agree/shoot them down in flames:
If you have no land link with a nation you were at war with(for this purpose, a strait is not a link) , you can achieve automatic peace unless you continue a naval war even if you have just been at war for a very long time.
The Papacy never starts a war by an attack on a garrisoned province unless its forces outnumber all forces adjacent to the Papacy .
The movement shown on a ship is the tactical movement for determining order of action in auto-calc. Battles. Its movement on the map is one unless it is ocean capable, in which case it is two areas.
Better emissaries are more likely to succeed in marriage proposals. As time passes you will need better ones to achieve anything, so keep them alive. This is not easy on expert.
Do not complain that nations will not ally with you when you have sent strategic units /agents of various kinds through their provinces , frightened them, killed an agent of theirs, appeared too weak to them , annoyed their religion, etc. or done this to any of their ALLIES.
No limit to the number of Jihads you can launch , so you can sit there with 2 dozen awaiting to lose a province somewhere possibly deliberatedly! (and it must be yours,religion is irrelevant) and then launch them all.
Letting provinces rebel and then beating them is the easiest way of gaining extra money (other than going out and capturing kings and ransoming them).
Pope is designed to rebel in Rome quite frequently – remaining nations pop up again any time up during the lifetime of any heir who had not reached maturity at the time the nation fell. The percentage chance of a respawn in a province is calculated as if the loyalty was in the region of 20 percent less than that shown for normal rebellions (on normal).Sometimes a certain number of provinces are set to rebel and they merely pick the lowest , so many 200 loyalty provinces can go up in flames.If such a respawn happens then every province in the game is checked for this faction and may rebel.
Thus you can have a rebellion/respawn that triggers a rebellion or respawn of another nation in the same province for a possible many sided you versus normal/loyalist/loyalist/etc rebellion.
If a province rebels , all surrounding provinces are checked with a modifier to rebellion,chains are thus possible and over garrisoned low tax “firebreaks” are thus useful.
Plagues , famines, etc lower loyalty and cause rebellion.
A province in which there is a seige has low loyalty and spies will do excellent work here raising rebellions. Rebellions in seiged provinces are a major source of AI armies (hence their composition)
Some provinces are set with a loyalty reduction every turn and a lower than visible rebellion threshold, notably Scotland, Portugal.
Only the army size and tax effects on loyalty are included in the rating shown.
Thus differences in religion and distance to monarch effects are not shown.
A monarch in combat that year cannot always use his influence to reduce rebellion chances.
The type of rebellions include : Peasant, Bandit, Religious, Loyalist. Only the chance for Peasant is shown and highlighted by Shift Key. And yes, the AI nations suffer them too.
Size of a fortification effects rebellion chances. Garrison less than 100 men (not one unit) likewise.
Quality of troops is irrelevant when calculating loyalty changes per unit .
GA conditions change , generally towards building something in your main cultural homeland. This is not announced so you need to check.
Each arrow is calculated individually. Whilst arrow cam shows you the glory and genius of this, random numbers and chaos theory combine to send an occassional one in the wrong angle so it hits an adjacent archer. Hence you will notice friendly fire casualties if you are unlucky even to the extent that an archer unit can kill one of its own archers. Worse odds for low valour and wind.
If you have a level of building (of the single most appropriate type required for that unit,so one with spears for units with spears for example) above the level required to build a unit then the valour of the unit built should be increased by the level in which you exceed that needed (patch allowing).
Horse units cannot hide well in woods and generals not at all.
In addition to woods, there are broken terrain types (ressembling long grass) and other local features which have a similar effect.Not hedges though, these are just for show.
Roads on the map do enable faster movement.
Primitive cannon emplaced at the bottom of rising ground have an amusing firework effect firing into the ground immediately in front of them. Hills do not necessarily function as you think.
Archer units have different ranges-notably Trebizond archers are long ranged.
Assault a castle leaves it intact when taken, seiging it causes it to be reduced a level when taken.
The maximum 200 loyalty is a cap such that it is always possible for a province to rebel as it is calculated before various negative factors. (If provinces had no cap as in Shogun, there would be many that could never rebel due to size of garrison).
The AI king will retreat completely if he judges he would lose a battle , without garrisoning the castle. Thus by targetting the king for attack, you can his provinces without damage and much faster too, as you chase him around his diminishing kingdom.
If you have no land link with a nation you were at war with(for this purpose, a strait is not a link) , you can achieve automatic peace unless you continue a naval war even if you have just been at war for a very long time.
The Papacy never starts a war by an attack on a garrisoned province unless its forces outnumber all forces adjacent to the Papacy .
The movement shown on a ship is the tactical movement for determining order of action in auto-calc. Battles. Its movement on the map is one unless it is ocean capable, in which case it is two areas.
Better emissaries are more likely to succeed in marriage proposals. As time passes you will need better ones to achieve anything, so keep them alive. This is not easy on expert.
Do not complain that nations will not ally with you when you have sent strategic units /agents of various kinds through their provinces , frightened them, killed an agent of theirs, appeared too weak to them , annoyed their religion, etc. or done this to any of their ALLIES.
No limit to the number of Jihads you can launch , so you can sit there with 2 dozen awaiting to lose a province somewhere possibly deliberatedly! (and it must be yours,religion is irrelevant) and then launch them all.
Letting provinces rebel and then beating them is the easiest way of gaining extra money (other than going out and capturing kings and ransoming them).
Pope is designed to rebel in Rome quite frequently – remaining nations pop up again any time up during the lifetime of any heir who had not reached maturity at the time the nation fell. The percentage chance of a respawn in a province is calculated as if the loyalty was in the region of 20 percent less than that shown for normal rebellions (on normal).Sometimes a certain number of provinces are set to rebel and they merely pick the lowest , so many 200 loyalty provinces can go up in flames.If such a respawn happens then every province in the game is checked for this faction and may rebel.
Thus you can have a rebellion/respawn that triggers a rebellion or respawn of another nation in the same province for a possible many sided you versus normal/loyalist/loyalist/etc rebellion.
If a province rebels , all surrounding provinces are checked with a modifier to rebellion,chains are thus possible and over garrisoned low tax “firebreaks” are thus useful.
Plagues , famines, etc lower loyalty and cause rebellion.
A province in which there is a seige has low loyalty and spies will do excellent work here raising rebellions. Rebellions in seiged provinces are a major source of AI armies (hence their composition)
Some provinces are set with a loyalty reduction every turn and a lower than visible rebellion threshold, notably Scotland, Portugal.
Only the army size and tax effects on loyalty are included in the rating shown.
Thus differences in religion and distance to monarch effects are not shown.
A monarch in combat that year cannot always use his influence to reduce rebellion chances.
The type of rebellions include : Peasant, Bandit, Religious, Loyalist. Only the chance for Peasant is shown and highlighted by Shift Key. And yes, the AI nations suffer them too.
Size of a fortification effects rebellion chances. Garrison less than 100 men (not one unit) likewise.
Quality of troops is irrelevant when calculating loyalty changes per unit .
GA conditions change , generally towards building something in your main cultural homeland. This is not announced so you need to check.
Each arrow is calculated individually. Whilst arrow cam shows you the glory and genius of this, random numbers and chaos theory combine to send an occassional one in the wrong angle so it hits an adjacent archer. Hence you will notice friendly fire casualties if you are unlucky even to the extent that an archer unit can kill one of its own archers. Worse odds for low valour and wind.
If you have a level of building (of the single most appropriate type required for that unit,so one with spears for units with spears for example) above the level required to build a unit then the valour of the unit built should be increased by the level in which you exceed that needed (patch allowing).
Horse units cannot hide well in woods and generals not at all.
In addition to woods, there are broken terrain types (ressembling long grass) and other local features which have a similar effect.Not hedges though, these are just for show.
Roads on the map do enable faster movement.
Primitive cannon emplaced at the bottom of rising ground have an amusing firework effect firing into the ground immediately in front of them. Hills do not necessarily function as you think.
Archer units have different ranges-notably Trebizond archers are long ranged.
Assault a castle leaves it intact when taken, seiging it causes it to be reduced a level when taken.
The maximum 200 loyalty is a cap such that it is always possible for a province to rebel as it is calculated before various negative factors. (If provinces had no cap as in Shogun, there would be many that could never rebel due to size of garrison).
The AI king will retreat completely if he judges he would lose a battle , without garrisoning the castle. Thus by targetting the king for attack, you can his provinces without damage and much faster too, as you chase him around his diminishing kingdom.