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SMZ
05-31-2009, 15:58
Since CA seems to be paying a good amount of attention to the feedback from their customers, I figured there should be a thread compiling intelligent suggestions that go beyond simple bug documentation. If anybody else wants to add their two cents, I'll continue to update this first post.

1. Ability to select which allies you call to war.
Currently, it's an all or nothing choice which is a little frustrating sometimes. In my latest campaign as the Spanish I bribed the Cherokee into being my ally. On the second turn Louisania for some strange reason attacks me, which is fine but I would like to ask the Cherokee to join me in war to give some added pressure while simultaneously diverting the Cherokee attention from potentially backstabbing me. However, I am incapable of asking the Cherokee to join the war without also asking France to join the war. I do not want to request France's presence because I know they will refuse to attack their own protectorate and this will effectively cancel my own alliance with the French. Bottom line, it would add a nice bit of subtlety to what is currently a very blunt solution.

2. 'Banditry' for Rakes.
The Rake feels like the least useful agent in the sense that it's hard to see a benefit when they are not engaged in a mission. Combined with the difficulty of those missions, I appreciate my Gentlemen & Religious agents a good deal more. A more obvious passive ability would make the Rakes much more beneficial in my opinion. My suggestion: 'Banditry'. Although armies can already disrupt trade, a Rake could do so without an invasion or open warfare being neccessary. It would add a great bit to their usefulness and would open up another realm of espionage, allow another means of conflict beyond going to war, as well as encouraging the use of Gentlemen and Rakes to defend against such incursions.

3. 'Battery' upgrade for Ports.
There is no way to defend a Port other than stationing troops or ships within said Port. Why not however allow an expensive upgrade for Ports, much like Settlement Defenses, designed to protect them from attacks. These defenses would be useless against land based attacks, but a 'Battery' could force an attacking fleet to silence the defending cannons before the port could be overrun. There would be no 'Siege' option - just Assault, Demand Surrender, or Withdraw. This could allow some interesting coastal battles between navies and armies. It wouldn't negate economic warfare either, fleets could still raid shipping lanes, it would just make the complete shutdown of a port more difficult against the player who invested in it.

4. 'World News' tab on the diplomacy screen.
The game gives notifications of wars beginning and ending, but there is no way to know of their ongoing status without cycling thru the entire selection of factions. It would be less tedious and help to have a 'World News' tab, which could function as simply as automatically storing notifications of war until the war is concluded (whether that be by peace treaty or the destruction of a nation). Perhaps clicking on a war bulletin would show 'news headlines' of the various battles under it.

5. Light Infantry doctrine earlier.
A basic class of unit, light infantry should be available much earlier.

6. Options upon capturing cities.
When you capture a city your troops currently run thru pillaging and destroying the various public buildings with no discernable reason or gain from it. It would be much better to have a few options for how to handle a successful siege, other than default destruction. In fact, since many battles are fought at forts outside of the city, it would seem damage to the actual town should be minimal.

7. Call for peace.
If you can call your allies to war, there should also be a call to peace... especially if the nation who instigated the war sues for peace. Just like an option screen pops up to allow you to jump into a war, it would be nice to have an option screen pop up so you could likewise exit the war with your allies. Saying you would like to join the peace would open diplomacy screens where you could either set the terms or see what the demands were.

8. Demobilization options for troops.
Training expensive units to defend yourself or pursue a campaign against an enemy can bleed your treasury during peaceful years. Rather than having to disband those units and form new ones when war looms again, it might help to have a 'demobilize' function which cuts the unit strength down to around 25% (saving on upkeep), but keeping unit experience for when mobilization is needed (takes either one or two turns, much like the current replenish feature).

9. Add in 'Privateers'.
Raiding the trade routes of enemies is well and good, but sometimes a faction may want to weaken a country they don't like but don't neccessarily want to go to war with quite yet. It would be nice to be able to designate ships 'Privateers'. Much like hiring an Admiral, this would allow you to change a normal ship into a Privateer, which instead of Command stars would have a Subterfuge rating and lower upkeep. A Privateer could pirate any trade route, not just those of enemies. Clicking on a trade route would call up a selection screen to allow the choice of which factions to attempt raids against (as long as the fleet was exclusively Privateers). A successful attempt would steal some of the trade away, while a failure would result in international condemnation. If a few traits for Privateers were included it would be ideal to have it possible for them to descend into becoming full pirates and revolting against their masters to join the Pirate faction, provided they were not regularly monitored.

10. Display how balanced a diplomatic offer is.
It is frustrating to have to blindly seek deals with no idea whether you've met or exceeded fair market value. A simple display, similar to previous Total War titles, of how balanced an offer is would be nice.

11. Make death notifications more detailed.
While it's nice to know when your named characters die, it is unlikely that the player has memorized the various persons working for them. It would help to have the persons title or occupation listed along with their name.

12. Alter Bomb Ketch usage.
Bomb Ketches should not be able to use their mortars on the open water, but perhaps allowing them to be the only ship capable of attacking fleets within harbors would give them a more unique roll in keeping with their historical usage.

13. Display minimal captain information.
While captains are rightly not as detailed as generals, it would be nice to at least know their age so that the player can avoid promoting senior citizens who then promptly croak and make the players investment a waste.

14. Greater diplomacy screen detail.
Currently the game shows a very basic summary of your standing with a faction on the diplomacy screen. It would assist the player to have a mouse-over popup of the complete Friend-O-Meter.

15. Add function to trade screen to help find raids.
The game tells you which trade routes are being raided or blockaded, but while it sends an initial notification, there is no way afterwards to locate the pirates except by a tedious search of the globe. Adding a spyglass function onto the trade screen would help greatly.

16. Ability to request that other factions go to war from the diplomacy screen.
While it's true that allies are forced to join wars if they wish to stay allies, at times a nation may wish to incite another into warfare without engaging in the effort themselves. It would be a useful addition to the diplomacy screen.

17. Ability to request that other factions attack or defend specific targets.
This would make joint offensives possible and/or allow a faction to ask for specific help, instead of the often dubious worth of most current alliances.

18. Allow trade nodes to be exchanged much like regions.
Another suggestion to make the diplomatic options more all-encompassing.

19. Surrenders should actually be a noticeable part of the game.
Right now surrendering virtually never happens, no matter how badly outnumbered or outclassed the enemy is. In the extremely rare case that a foe does surrender, there's no real benefit to the faction who forced the surrender because the enemy is only moved a short distance away and begins despoiling the countryside. Surrenders should occur when an army or fleet faces certain destruction and there's no reason for them to fight on in the face of such (ie: extreme cultural hatreds, commander with great leadership skills, important faction goal at stake, etc). Secondly, surrendered units should give two choices for their faction: either 1. 'Dishonorable Surrender', which moves the unit(s) to the nearest faction settlement, drops their numbers to 10% and starts a free replenish function (so that the unit is useless for 2 turns) and the faction takes a hit to international opinion due to the men violating their surrender... or 2. 'Honorable Surrender', which disbands the unit(s) and the faction recoups 50% of their recruitment cost.

20. 'Shrines' for religious agents.
An interesting idea I thought of to add to the function of religious agents is to allow them to build 'shrines'. These 'shrines' would give a very slight bonus to conversion efforts, and would create a zone of influence so that multiple shrines could not be built in close proximity to each other. Uniquely, 'shrines' could be built both within the players borders and outside of them. This would allow players to be more involved in starting inflammatory cult movements, and make the approach of foreign religious agents something to be feared. These 'shrines' could be destroyed much like any other campaign map building, but just as them, it could always be repaired with an infusion of cash.

21. Make trade ships and trade nodes more interesting gameplay.
Daveybaby had a number of good suggestions, notably: 1. limit the number of trade ships a faction may build to one per commercial port level, 2. allow multiple nations to share a trade node, but split the profit amongst them, and 3. give monopoly bonuses. These three suggestions would make the trading mini-game much more dynamic and provoke conflict over the trade nodes more effectively while simultaneously allowing the AI to compete more convincingly against an experienced human player.

22. Implement weather into tactical consideration more.
Weather should have more impact upon the capabilities of units, and this would make choosing not only the place of battle, but also the time, much more important. Different weather considerations could have a host of greater effects besides simple fatigue penalties.

sassbarman
05-31-2009, 18:54
how bout' a tab on the diplomacy screen that shows all the current wars rather than having to click on every faction to see who's at war with whom.

King of Finland
05-31-2009, 20:10
Access to light infantry doctrine earlier.

Megas Methuselah
05-31-2009, 21:11
I'm still wondering why all factions (including the human player) get that 3000 bonus income everyturn. That's exactly what makes the minor factions so strong. If it needs to be included, at least reduce it.


Access to light infantry doctrine earlier.

Yeah.



3. 'Battery' upgrade for Ports.
Currently, there is no way to defend a Port other than stationing troops or ships within said Port. Why not however allow an expensive upgrade for Ports, much like Settlement Defenses, designed to protect them from blockades. These defenses would be useless against land based attacks, but a 'Battery' could force an attacking fleet to silence the defending cannons before a blockade could be enforced. There would be no 'Siege' option - just Assault, Demand Surrender, or Cancel. This could allow some interesting coastal battles between navies and armies.


:laugh4:

SMZ
05-31-2009, 22:01
updated - can you guys add the reason behind the light infantry suggestion too? i haven't been following the forums too closely so I don't know if its been discussed - but just in case, suggestions usually carry more weight when the reasoning comes with them

Forward Observer
05-31-2009, 22:23
1. Implement some way to capture a capital that does not result in damage to every facility in the city without any financial gain in return. If my army waltzes in to an undefended capital, I can't imagine them rampaging through the town destroying every public building, but if they do ram-sack the town then there should be some loot to be had to offset paying for the damage. There should be an option provided after taking a city as to how to dispose of any prisoners or any captured equipment such as artillery, and how to deal with the town populace or possibly any town treasury--something like there was in Medieval 2, only more in line with the code of ethics for the time period.

2. Add the ability to repair damaged forts---oddly this does not exist in current state of the game--the only way to achieve a repair is to tear the whole fort down and completely rebuild it.

King of Finland
05-31-2009, 22:30
updated - can you guys add the reason behind the light infantry suggestion too? i haven't been following the forums too closely so I don't know if its been discussed - but just in case, suggestions usually carry more weight when the reasoning comes with them
I think they are a basic unit and should be available much earlier.

Discoman
05-31-2009, 22:33
3. 'Battery' upgrade for Ports.
There is no way to defend a Port other than stationing troops or ships within said Port. Why not however allow an expensive upgrade for Ports, much like Settlement Defenses, designed to protect them from blockades. These defenses would be useless against land based attacks, but a 'Battery' could force an attacking fleet to silence the defending cannons before a blockade could be enforced. There would be no 'Siege' option - just Assault, Demand Surrender, or Withdraw. This could allow some interesting coastal battles between navies and armies. It wouldn't negate economic warfare either, fleets could still raid shipping lanes, it would just make the complete shutdown of a port more difficult against the player who invested in it.


The point of a blockade is that its non confrontational and, by placing troops in the port, is the equivalent of having a battery. A battery would only be used to prevent naval invasions of said ports or shores. So to make the player have to attack in order to blockade wouldn't make sense. Blockades force the other nation to attack in order to restore its trade.

2. 'Banditry' for Rakes.
The Rake feels like the least useful agent in the sense that it's hard to see a benefit when they are not engaged in a mission. Combined with the difficulty of those missions, I appreciate my Gentlemen & Religious agents a good deal more. A more obvious passive ability would make the Rakes much more beneficial in my opinion. My suggestion: 'Banditry'. Your ships can engage in piracy on the sea trade routes, why not allow the Rake to steal from land trade routes? It would add a great bit to their usefulness and would open up another realm of espionage, allow another means of conflict beyond open war, as well as encouraging the use of Gentlemen and Rakes to defend against such incursions.
That reminds of something... (https://www.youtube.com/watch?v=qLkhx0eqK5w)

SMZ
06-01-2009, 00:12
The point of a blockade is that its non confrontational and, by placing troops in the port, is the equivalent of having a battery. A battery would only be used to prevent naval invasions of said ports or shores. So to make the player have to attack in order to blockade wouldn't make sense. Blockades force the other nation to attack in order to restore its trade.
I understand your point, but between the zones of control and the raiding of trade lanes, a navy hovering one square away from a port essentially provides a "blockade". The difference of actually attacking the port, in game terms, is that you don't just 'blockade' said port, but that you destroy it and render it unusable. To be able to accomplish this without a fight is a little silly... on both sides. On one hand you have a lowly sloop able to wreck havoc on an entire harbor, and on the other you have a single unit of pikemen capable of protecting said harbor from an entire armada.

-----------
good suggestions Forward Observer - i'm gonna leave the second one off, because i think that would definantly be considered a bug, and should be listed in the buglist if it's not already

Monsieur Alphonse
06-01-2009, 03:45
Wars between alliances should end in one peace agreement.

You get a option screen and can choose if you will join the peace deal or not. The alliance that has won the war will dictate the agreement.

The possibility to demobilize units.

The units will stay on 25 percent strength costing less upkeep but are still able to garrison duty and maintaining public order. Mobilization takes one turn. The mechanics are already in the game.

Didz
06-01-2009, 12:41
Pirates.The ability to hire the pirate faction and direct it to prey on ships of a specific nation. e.g. to use them as privateers as they were used historically. Also make them a permanent threat, so that they cannot be removed from play as a faction.

Diplomacy
Give each AI controlled faction a clear set of goals to achieve, rather than random DoW's, and assign a clear objective to every 'Declaration of War'.

Display the Friend-o-Meter
Display the current Friend-o-Meter status on the diplomacy tab, and have it actually influence that factions decisions. Display the reaction of the faction to each offer and the likelihood of acceptance.

AI Faction Alliances
AI Faction Allainces should work the same way as player Alliances. If allies fail to come to each others aid then the Alliance should fail.

How Goes the War?
Every AI faction should maintain its own 'How Goes the War?' analysis and sue for an honourable peace if its clear that it is not going well. All defeats should drive the AI to make peace, as should a continued lack of progress towards the goals set when war was declared.

Building Seeker
A simple feature that allows you to cycle through all the buildings you own of a specific type.

Who the hell just died?
Add the role as well as the name to obituary screen. e.g. Horatio Hornblower - First Lord of the Admiralty just died, not just Horatio Hornblower just pegged it.

What blockade?
Add a link to the trade screen that shows you where and why a trade lane is being blockaded or raided.

Unit Name Lists
The ability to compile and utilise you own custom lists of unit names for ships, regiments and people.

Faction specific music
The ability to create your own play lists for each unit class within each faction.

Uniform, Faction, Editors
The provision of standard tools for editing and modifying uniforms and unit types within the game.

Evading hopeless conflicts
Both the player and the AI should be able to evade battle if there is no hope of victory. The direction taken by the evading units should be chosen by the player, and should be towards the nearest point of safety for the AI. (friendly force, town, port, allied force, or map edge.)

Fisherking
06-01-2009, 15:19
How about adding to unit cards or some place in the lists the names and ages of the various brigadiers and captains.

When promoting generals and admirals it is blind as is recruiting them. I am rather tired of spending money too hard come by in this game on 90 year olds who die next turn.

SMZ
06-01-2009, 16:15
updated again - good suggestions Monsieur Alphonse, Didz & Fisherking - i particularly like the idea to include privateers... i think more subterfuge related economic warfare is definantly needed - it is Total War, but an intelligent leader softens his target up before he strikes and/or harms those more powerful than him as best he can without their knowledge

a few notes: I left out the Diplomacy and How Goes the War suggestions because if I remember correctly one of the daily updates said they were already testing something like that for the next patch... we'll see how well it works - I was under the impression that the status of your relations was displayed during diplomacy in the bottom corners - I guess I need to pay attention to see if it happens always, but so far I've always seen alliances falling apart when someone attacked me and their ally refused to join in - for Building Seeker you can filter the Building Browser various ways and 'by Type' is one of them - and for the last three, if I remember correctly CA has said they plan on releasing a set of mod tools eventually... I guess we'll see how well that happens too

Didz
06-01-2009, 17:16
Bomb Ketches
Bomb Ketches should be prohibited from firing their mortars in battles taking place in open water. However, they should be the only naval units able to engage ships in harbour giving them a unique function more in keeping with the historical usage. Thus a bomb ketch should be able to force an enemy fleet to leave harbour.

a few notes: I left out the Diplomacy and How Goes the War suggestions because if I remember correctly one of the daily updates said they were already testing something like that for the next patch.
Thats good news if your correct.

I was under the impression that the status of your relations was displayed during diplomacy in the bottom corners
At the moment all you get on the diplomacy screen is a rough summary of the results. However, from a strategy game perspective the Diplomacy Screen or the provide the explanation of the reason they feel the way they do about your faction, and at the moment that is only available in a mouse-over view.

SMZ
06-01-2009, 19:36
bomb ketch note added

since I was paying attention I think I may have noticed what is going on with the alliances not falling apart - britian did not lose its alliance with portugal despite refusing to join them in their attack against me... however earlier I saw that britian did lose its alliance with portugal when it refused to assist in their defence as I declared war upon them. Thus, I think the answer is that it is ok to decline joining an aggressor, but not ok to decline to defend your ally. Which means there is probably either a bug where the player does not get that same leniency or a bug where the AI is getting a break it was not supposed to

also as I was just playing I had a notification of raiding and it had the snap-to button... it's been a while since I was blockaded - did you mean that it's just the blockade notification that's missing a snap-to?

Didz
06-01-2009, 20:21
also as I was just playing I had a notification of raiding and it had the snap-to button... it's been a while since I was blockaded - did you mean that it's just the blockade notification that's missing a snap-to?
Its not the notification thats the issue, its after the notification when you are checking your trade screen and trying to work out why your suddenly going bankrupt.

The list produced very nicely tells you which trade lanes are being raided and blockaded but there is no way of finding out Why, Where and by Whom. What is needed as a simple 'spyglass' style link on the trade screen so that when you click on 'Your trade with Russia is being Raided' it actually shows you exactly where the problem is.

Obadiah
06-01-2009, 20:40
How about an ability to negotiate (buy-sell-trade) an attack on a mutual 3rd party? ie, "I'll pay you 20,000 if you attack (Spain) next turn". Currently, I don't see any way to coordinate attacks or wars, either offensively or defensively, other than simply calling on allies (whose responsiveness varies dramatically and unpredictably).

Monsieur Alphonse
06-01-2009, 21:13
It would be nice if a peace agreement would include the transition of a trade node. The first that occupied them is their owner. Just give the trade node a name and demand that they be handed over. Wars were (are) fought over trade.

SMZ
06-02-2009, 03:32
ahh - thnx for explaining Didz - good diplomatic suggestions Obadiah & Monsieur Alphonse

gellis23
06-02-2009, 09:15
Hi peeps.

Some great ideas here. Just like to expand on one and make a clarification to another.

The news idea is great. A simple screen showing who is at war with who would be great. A list of activity would also be nice. Even during this period there was "news". So perhaps a list of events, nothing fancy, something like "Spain defeated Dutch fleet in Ivory Coast" or similar for land battles. You can see this on the map but it would be nice to have and would take a very small amount of code to achieve.

On the privateers front. Just to clarify, the difference between a pirate and a privateer is subtle but existed (officially). A privateer held a Letter of Marque commissioning him to wage war on the enemies of the crown or republic or some guy in a cave. They were supposed to give their government a cut etc. If caught they were supposed to have protection but were usually hung anyway. For this reason you wouldn't commission privateers unless you were at war.

Didz
06-02-2009, 10:32
For this reason you wouldn't commission privateers unless you were at war.
I wouldn't be too sure of that, as I recall Drake had Royal approval to raid Spanish ships before England went to war with Spain. The real advantage being 'plauisible deniability' on the part of the sponsor if their agent was caught, or identified.

The advantage of privateers in times of open warfare was that they were a cheap and virtually self-sustaining means of conducting commerce raiding on an enemy without having to commission and maintain formal naval units.

The problem was that the men and ships employed in this role found the freedom and lifestyle suited them so much they didn't want to give it up when the war ended and their former employers removed their license.

Thus, in terms of ETW game mechanic's I would see the link as quite tangible. Factions should be able to hire 'Privateers' much like they hire any other agent, but once hired that privateer will operate independant of the control of the faction that hired it to prey on an enemy factions ships and trade lanes. As long as the 'privateer' remains under letters of marque from the hiring faction it will continue to function as instructed. However, if those letters are withdrawn, or if it ceases to find any source of legitimate revenue for a certain period of time it will revert to piracy and begin preying on any commerce in the area inlcuding that of its former employer.

This would result in a level of piracy directly related to the level of conflict over trade in the area, which is historically sound. Ideally, each pirate fleet would be considered a seperate faction within the game allowing non-pirate factions the ability to negotiate and deal with them as seperate entities, but that may be asking too much.

Once free of their obligations pirates will survive by earning revenue raiding trade lanes and trade ships and they will pay any faction willing to allow them access to their ports for repairs and to unload their cargo. They will even bribe local governors in remote locations to allow them to use their ports and islands as a safe haven.

So, what the player might get is a diplomatic message offering him 2,000 gold for 2 turns access to Port Royal from Captain Kidd. Another possibility would be to allow pirates to use any undeveloped port locations as though they were ports for repair purposes, this would produce a gradually dimishing number of safe havens for pirates as civilisation spread. Finally, of course any coastal province which rebels and has a pirate fleet in residence ought to have a chance of becoming a pirate haven. The pirate fleet effectively becoming a ready made navy to boost its revenues.

SMZ
06-02-2009, 10:37
good idea with the news gellis23

while it is true that privateers usually only operated in wartime (especially as time went on and international attention became focused on the subject), at times they operated during peacetime as well - letters of marque were viewed as a step below a full declaration of war - however war would surely be imminent with any nation that found out its shipping lanes were being raided with the consent, knowledge and favor of another state

al Roumi
06-02-2009, 11:59
Absolutely, that's why the notion of having "pirates" as an independant faction is somewhat spurious anyway. Privateering was often as much a legitimate business venture (to the comssioning nation) as merchant trade.

Privateers or "Pirates" also mostly used sloops, so their use of galleons & Fluyts is wholely anachronistic.

Anyway, completely off-topic.

SMZ
06-02-2009, 14:54
updated and added a 'surrender' concept to make it more useful

SMZ
06-08-2009, 16:13
added 'shrine' concept and an abridged version of Daveybaby's trade node suggestions

al Roumi
06-10-2009, 15:08
In the vein of developing Joint/allied offensives, I'd like to suggest and extra couple of diplomatic options:

1. Declare war on [someone]
2. Target [x] region/city
3. Target [x] trade route/port

2 & 3 could be assigned on a "per theatre" basis -so each theatre has a different focus of operations.

The list could be extended to defensive operations too, e.g.: "Defend region/trade port".

These should help coordinate genuinely joint efforts between allies rather than the current "you cover my back, I'll cover your's" agreements and "oh! fancy meeting you here chaps" type military campaigns.

SMZ
06-11-2009, 03:16
great idea - i've always noticed how frustrating it is that you can't actually ask your ally to help you in a specific place, but didn't even think of that lack when making this list - but yes, that is a huge annoyance... and makes "allies" of dubious worth much of the time

your first suggestion was already at #16, so I added the next two at #17

Forward Observer
06-11-2009, 20:02
Empire appears to be the first total war game where the weather is just graphic window dressing, and it really bugs me to no end to have to fight a battle in a pouring rainstorm with black powder weapons. It is basically a total immersion killer for several reasons

1. Armies consisting of troops armed with black powder weapons (muzzle loading flintlock small arms and artillery) tended to not fight in such conditions since it would quickly render their weapons useless.

2. Commanders would have little or no visibility to aid in controlling their armies.

3. All would become mired up in the resulting mud--especially artillery and supply wagons.


Suggestion:

They need to add back the feature that has been in every other total war game to date--and by this I mean to add back the option for the player to delay the start of a battle in an effort to avoid unfavorable weather and at the same time make the weather realistically affect battlefield conditions.

Cheers

aimlesswanderer
06-12-2009, 08:30
The suggestions about getting Allies to do something specific are welcome, but they really need to improve AI.

Eg 1

My protectorate Italian States joined me in war with Spain. Italian States is bordered by Venice (peace), Liguria (Spain, war, 1 unit), Genoa (peace), and Naples (Spain, war, no units). Italian States have a full stack, but do they do anything with them, say by attacking defenceless South Italy? No, they just sit around watching the grass grow. Their fleet does something, but their army is unable to move anywhere. It is extremely rare for your allies to move even a single unit into neighbouring enemy territory even if they outnumber them by a large margin.

Eg 2

Different game. My protectorate Savoy is, as usual, at war with France. They have a full stack, and decide to all head for France. However, there is a half stack of French troops 3 squares away from the Savoyard (?) capital, and so, unsurprisingly, Savoy is destroyed next turn. Good going guys.

Eg 3

Different game. As Poland I have vacuumed up Prussia, Austria, the Balkans, and half of Russia. I am by far the most powerful and richest country. Denmark, who have lost Norway, declare war on Hannover, my protectorate, so we are at war. They just sit around in Copenhagen, until I burn down their school. The purpose of the war was what exactly?

Same game, about 10 years in UP declare war on my protectorate Courland, despite them not even having a port, and not being at war with any of the UP's allies. Huh?

al Roumi
06-12-2009, 09:57
Eg 3

Different game. As Poland I have vacuumed up Prussia, Austria, the Balkans, and half of Russia. I am by far the most powerful and richest country. Denmark, who have lost Norway, declare war on Hannover, my protectorate, so we are at war. They just sit around in Copenhagen, until I burn down their school. The purpose of the war was what exactly?


I've seen the same sort of behaviour you report, but the above example is probably Denmark's army getting stuck on the land-bridge. I've never seen it taken by anyone, and we all know how Sweden spends the game in a perpetual state of war with Denmark...

I've really only seen the Gibraltar land-bridge used.

SMZ
06-16-2009, 12:33
updated with the great point about weather