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Fisherking
06-25-2009, 19:52
The things I have noticed so far include:

Unit upkeep is reduced.

Recruitment costs are lower at lower difficulty ratings.

Building costs are lower at lower difficulty ratings.

Research is slower at higher difficulty settings.

Trade is changed at various difficulty setting.

Skirmisher units have 90m range, and many have a gaggle formation rather than ranks.

You have to fight to keep trade spots. Navies are more important and some ship stats are changed, if not on the cards.

There is more but some of you may have noticed other things I have missed.

Sheogorath
06-25-2009, 21:03
The battle AI seems a bit dumber to me, as I mentioned, previously I saw it occasionally attempt tactics, but now it just seems to rush. In one battle it did try to flank me with some cavalry, but since I turned an infantry unit to face them the cavalry just sort of ran a circle around my army, then rode off back to the main force, probably looking rather embarrassed.

Marquis of Roland
06-25-2009, 21:07
Most musket armed units have reduced accuracy (-5 across the board except Russian line?). Infantry and artillery movement noticeably slower (makes cav speed advantage even more poignant). Howitzer artillery very inaccurate. Cannon roundshot slightly more accurate. Artillery caissons have significantly more HP. AI large-group movement improved.

The "gaggle" formation is the mob formation CA promised to give irregular units and pre-tech light infantry units. So now you won't have Natives marching at you in line formation, w00t!

There are significantly more ships of the line cruising around, so prep for that early on. You dont wanna end up 10 turns behind research and all your ports are blockaded.

@Sheogorath
That is an old AI behavior with the cav. They like to circle behind to take out your artillery/general, or charge into the rear of your infantry. Turning 1 or 2 infantry units to face them, as you did, and they will run back, as they did lol.

Cheetah
06-25-2009, 21:20
In one battle it did try to flank me with some cavalry, but since I turned an infantry unit to face them the cavalry just sort of ran a circle around my army, then rode off back to the main force.

This is what you would have done in the place of the cavalry commander is not it?

antisocialmunky
06-26-2009, 03:52
It would seem intellegent until you realise that the AI ALWAYS tries to do that. So in effect it has finally been wrong enough times for the proper situation to come up for it to get the right answer. To put it another way, it just bubbled in C for all the test questions.

I will however say that this is the first time that I have seen or heard of the AI withdrawing its cavalry instead of finding something to suicide them on.

Prodigal
06-26-2009, 08:05
Battle field range finder is red/orange, a small but staggeringly important change.

Cannons fire on a very low trajectory.

Getting a viable navy is a must.

Zarky
06-26-2009, 10:34
Don't know if this is official but auto-resolve seems to be easier.

Sheogorath
06-26-2009, 10:39
Autoresolve seems to give a LOT more weight to cavalry now. Does AR just automatically throw everybody into melee and skip over the ranged combat or something?

Husar
06-26-2009, 14:38
Line infantry does not use fire by rank against cavalry anymore, only the first rank fires as if you hadn't researched fire by rank, against infantry etc they still use fire by rank.
I guess it makes sense since you wouldn't want to kneel down facing a bunch of horses.

Cheetah
06-26-2009, 17:12
It would seem intellegent until you realise that the AI ALWAYS tries to do that. So in effect it has finally been wrong enough times for the proper situation to come up for it to get the right answer. To put it another way, it just bubbled in C for all the test questions.

I will however say that this is the first time that I have seen or heard of the AI withdrawing its cavalry instead of finding something to suicide them on.

Fact is that the AI has fairly decent priorities when it comes picking a target for a charge. For example I noticed that native lancers always charge the moving units (even if it is on the other flank) and not the stationary ones (ofc facing the lancers). Also lancers avoid pikemen at all cost (which ofc can be exploited by the player). So just because an experinced player can outsmart the AI it does not mean that the AI is utterly dumb.
The real test would be letting someone fight the AI who never seen a TW battle. Actually, IIRC someone did that with the vanilla game and the player was trashed in all battles.

A Very Super Market
06-26-2009, 17:14
I'm fairly certain that the auto-balancer measure only takes into account the units, not the experience. With an experienced army, I've won several auto-resolves against bad odds and bad soldiers.

Edit: Hell, I think the measure is only based on the number of men, with a multiplier for cavalry and artillery. Six units of Desert Warriors does not equal 3 of line infantry, 2 Provincial cavalry regiments, and a 24-pounder.

jsberry
06-26-2009, 17:25
The most significant difference is that trade spots are not safe harbors. The great indiaman-spam of 1700-05 is now a frantic game of trade-and-run.

Also, the AI will attack much more. My poor little Prussia is getting squashed between Hanover, Saxony, Austria, and Courland. However, the attacks are neither coordinated nor intelligent.

Marquis of Roland
06-26-2009, 19:20
Fact is that the AI has fairly decent priorities when it comes picking a target for a charge. For example I noticed that native lancers always charge the moving units (even if it is on the other flank) and not the stationary ones (ofc facing the lancers). Also lancers avoid pikemen at all cost (which ofc can be exploited by the player). So just because an experinced player can outsmart the AI it does not mean that the AI is utterly dumb.
The real test would be letting someone fight the AI who never seen a TW battle. Actually, IIRC someone did that with the vanilla game and the player was trashed in all battles.

I agree here; The AI has some decent basic tactics down, that most TW players know how to deal with/exploit, or at the very least predict. Most of my friends don't play this game (because of the system requirements, no surprise there), but when they do play a battle unsupervised, it usually ends very badly.

Xipe Totec
06-26-2009, 19:42
I didn't predict a half stack of Streltsy appearing 'as if by magic' in the forests north of Muscovy (20 years after I conquered it) and nicking my beloved Moscow the minute my back was turned. All Sweden was outraged by this blatant cheating! My attempt to recapture it unleashed another video memory CTD :furious3:

antisocialmunky
06-27-2009, 04:50
Fact is that the AI has fairly decent priorities when it comes picking a target for a charge. For example I noticed that native lancers always charge the moving units (even if it is on the other flank) and not the stationary ones (ofc facing the lancers). Also lancers avoid pikemen at all cost (which ofc can be exploited by the player). So just because an experinced player can outsmart the AI it does not mean that the AI is utterly dumb.
The real test would be letting someone fight the AI who never seen a TW battle. Actually, IIRC someone did that with the vanilla game and the player was trashed in all battles.

Well I do agree with that. The AI isn't terrible unless it bugs out, sits in a ball, and dies or something stupid.

I've just never liked the fact that the AI sends cav in piecemeal and has tunnel vision when it finally picks a target. Suicide runs are annoying.

Xipe Totec
06-27-2009, 09:05
Pre-patch playing as Prussia I faced stacks of predominantly line infantry from Austria and Poland and had some really epic battles. Post patch playing as Sweden I have fought Poland to extinction and am facing a huge bloated Austrian Empire. Both have built almost nothing but pandours with their annoying extra long range muskets and silly garden gnomish attire. Their melee defence and morale are so bad they run away too easily and are easy prey for Swedish heavy cavalry out in the open. Has the increase in range caused the AI to over-value them and thus spam the pesky Pandoras? :inquisitive:

Peasant Phill
06-27-2009, 12:15
Austria already spammed pandours in 1.2.
Conquering Vienna as Prussia was a walk in the park when it's defended by nothing else than pandours and citizens.

Husar
06-27-2009, 12:59
Fact is that the AI has fairly decent priorities when it comes picking a target for a charge. For example I noticed that native lancers always charge the moving units (even if it is on the other flank) and not the stationary ones (ofc facing the lancers). Also lancers avoid pikemen at all cost (which ofc can be exploited by the player). So just because an experinced player can outsmart the AI it does not mean that the AI is utterly dumb.
The real test would be letting someone fight the AI who never seen a TW battle. Actually, IIRC someone did that with the vanilla game and the player was trashed in all battles.

Well the problem I have with the battlefield AI is that it doesn't always get proper units by the strategic AI, if it actually employs line infantry in a line then yes, it can be very challenging, but often it doesn't have access to decent units and then when it does, i often see it park some of it's best infantry in buildings....
Since a lot of battliefields have buildings, that can ruin a lot of battles for the AI...

Oh and then it sometimes shuffles units around like a bunch of scared rabbits, hides some far away behind a fence too far away from it's main force etc. so I can just takes them out piecemeal or how you say. Those new features are nice but they also ruin the battlefield AI in way too many battles I've seen, I think I lost a lot more naval battles than land battles and find the naval part way more satisfying in general.

FactionHeir
06-27-2009, 20:03
I've been checking units stats a bit in custom battles and I noticed Holland Guards have 5 more accuracy than any other guard unit (55 vs 50).
Also, for France, their Petit-Vieux infantry has 55 accuracy while their Vieux infantry defaults back to 50. Rather strange considering Vieux is supposed to be better than Petit-Vieux.

Lucius Verenus
06-28-2009, 07:12
Line infantry does not use fire by rank against cavalry anymore, only the first rank fires as if you hadn't researched fire by rank, against infantry etc they still use fire by rank.
I guess it makes sense since you wouldn't want to kneel down facing a bunch of horses.

Couldnt let that go by - it is, in fact, exactly what you would do if threatened by cavalry in Line formation and couldn't, (or so far in this game can't be bothered to), form a square.

As long as your flanks are secured then a line of kneeling infantry holding grounded muskets with the bayonet pointed up and out and another rank standing behind them would deter any cavalry. Unlike in this game horses will NOT charge a dense line of pointy things :charge:

Sig..

hoom
06-28-2009, 10:09
Round shot definitely is feeling more useful.
I've gotten in a bunch of magnificent enfilade shots that took out nearly the entire rank they ran through & thats on ultra unit size.

Isn't the pre-battle screen significantly different?! I'm pretty sure it used to be old style single screen over the top of the battle location, now its split out & you can see the actual location/armies in the middle :D
(Or I'm a bit thick & didn't notice this change previously...)

FactionHeir
06-28-2009, 22:12
Noticed two more things:

1. With selected priest, you can now tell a region's religion rating (your own religion). Good that it finally got implemented from M2TW

2. Anti-cavalry stake barriers (deployment) are now completely invisible. In fact, I was wondering why my infantry were climbing stuff in the midst of nowhere. I found out the hard way what it was when my general went over it a bit later.
I think its problematic that they are don't become visible even after you impale yourself or your infantry walk over it.

Sheogorath
06-28-2009, 22:23
I think it's just ENEMY anticavalry barriers that are invisible.

This patch REALLY needs a hotfix.


A few things I've noticed that have remained the same:
1. The AI can still bypass interception, apparently whenever it feels like it.

2. AI armies still retreat away from their own territory and, usually, into yours. This results in some extremely annoying chases where the AI traipses around your territory for years sacking everything in sight and, when it gets lucky on occasion, taking a city you didn't garrison because it was fifteen provinces behind the lines.

3. Agents still can't cross the Hellespont. Easy to solve, but somewhat annoying.

4. While the AI has stopped spamming singleship traide route raiders, there are still a lot of fleets from a single nation in fairly small areas. Fortunately the AI no longer parks ships in choke points.



Something else I've noticed, Scholars can't challenge other scholars to duels. I seem to recall that in previous versions gentlemen and scholars could both duel, but only with equivalents from other factions. As in: no Scholar vs. Gentleman duels.

FactionHeir
06-28-2009, 22:28
Nope, scholars could never duel anyone. However, if you hover your mouse over scholars (at least when I was playing as UP), it will tell you that they can duel :grin:

And barbary states and savoy still single ship raid my trade route as spain.

Sheogorath
06-28-2009, 23:20
Huh. Oh well.

At least they've fixed artillery's limber/unlimber issues. It's nice that they do what I tell them now :P

FactionHeir
06-28-2009, 23:26
Most of the time, still borks up a bit when you do it in quick succession.
And of course they still fire parting shots, which may well decimate your own ranks.

Also, is it just me or does double click attack/run not work as smoothly as it used to do in 1.2? I find that my units always end up walking when I clearly double clicked.

Sheogorath
06-28-2009, 23:40
Yeah, it seems pretty unresponsive now. I suspect it might have something to do with the performance issues. I just use the run button most of the time now.

On the issue of those issues...

It seems the latest Steam update screwed something up. I get horrible lag when exiting ETW and the only way to get rid of it is to contro-alt-delete and force Steam to quit that way. Rather annoying since it takes a few minutes during which nothing responds, or responds very slowly.

Anybody else having that issue?

FactionHeir
06-28-2009, 23:47
Tried offline mode?

Sheogorath
06-28-2009, 23:48
Yup. That seemed to help a bit, but not very much.

FactionHeir
06-28-2009, 23:49
Since its heating up these days I also unplug my router when playing ETW, so not had these issues.

I suspect they are memory related though (used to have those on my old laptop with newer games)


Edit:
Is it just me or is Irish Brigade utterly useless? They have worse stats than Spanish Line Infantry and cost more to recruit and upkeep. And they also have a 1 unit limit (which you can circumvent by rebelling, which randomly managed to spawn 3 of those into the rebel stack).

Sheogorath
06-29-2009, 00:00
Thing is, it only started after the latest Steam update. Seems rather odd.

They do look neat :P

FactionHeir
06-29-2009, 00:13
You can always try deleting everything in your steam folder EXCEPT:
Steam.exe
steamapps folder

Afterwards, reboot and then run steam.exe (not the steam link via startmenu)

That clears the entire Steam cache and fixes a wealth of issues usually.

Monsieur Alphonse
06-29-2009, 04:43
Edit:
Is it just me or is Irish Brigade utterly useless? They have worse stats than Spanish Line Infantry and cost more to recruit and upkeep. And they also have a 1 unit limit (which you can circumvent by rebelling, which randomly managed to spawn 3 of those into the rebel stack).

Their stats are hardly better then militia. I hope that Lusted will re-balance them.

Husar
06-29-2009, 12:44
You can always try deleting everything in your steam folder EXCEPT:
Steam.exe
steamapps folder

Afterwards, reboot and then run steam.exe (not the steam link via startmenu)

That clears the entire Steam cache and fixes a wealth of issues usually.

Yeah, I was given that solution by the Steam support a long time ago and it has fixed quite a few problems since then, it's some kind of universal Steam fix. ~D

al Roumi
06-29-2009, 15:17
Their stats are hardly better then militia. I hope that Lusted will re-balance them.

Yeah, in v1.2 they had better melee skills but worse accuracy & reload than regular spanish line infantry. I really liked the difference and always placed them in the most sensitive points of my line.

In v1.3, i've been doing rhe same, blithely oblivious until seeing the updated Fusil guide today!

No wonder they've been getting chewed over so much!

Must be a bug/omission, silly for them to cost more for less (unless the claret uniform is worth it...).

Marquis of Roland
06-30-2009, 00:36
2. AI armies still retreat away from their own territory and, usually, into yours. This results in some extremely annoying chases where the AI traipses around your territory for years sacking everything in sight and, when it gets lucky on occasion, taking a city you didn't garrison because it was fifteen provinces behind the lines.

I defeated an Austrian stack and it retreated into Venetian territory. Austria and Venice were NOT allies. Venice doesn't do anything about the 3 Austrian units using their region as a base to raid my territory; they'd pop in, raid Graz or Trieste, and they're back in Venice all on the same turn. I have a trade agreement with Venice so I don't want to attack them.

Finally after 5 turns of this, the Venetians finally declare war on Austria and wipe out those 3 units.

Invisible stakes pissed me off to the point where I never attack an army that can fortify. I've played 1 battle vs. Venetians where I literally played it 4 times to map out all the invisible stakes. It took like 2 hours.

WHEN are they going to fix the light infantry bugs? It's gotta be like the easiest frickin' thing to fix yet it managed to slip past 3 major patches and all its hotfixes? Crazy.

PLUS:
Why did they change 1st rate cannon range back to 400?? 1.2 fixed it by changing to 500 like the rest of the ships but now its back to 400 again??? Why would you "unfix" something you already fixed??? LOL

FactionHeir
06-30-2009, 01:19
AI seems to also get massive amounts of cash in 1.3. France can field 3 full stacks with just 4 American and 1 European holding (Saxony, producing 1.1k in taxes) without breaking a sweat.
And before you ask, no, they are at war with just about everyone and have 0 trading partners (and no European port either)

In 1.2, it would be bankrupt by now.

Durallan
06-30-2009, 04:19
Ironically however those full 3 stacks are most of the time entirely in europe and all if not most of their american holdings have little to NO troops guarding them!

Mailman653
06-30-2009, 07:08
US campaign seems to of gotten an extension. I recall it ending in 1810, now it ends in 1825.

FactionHeir
06-30-2009, 16:55
It seems that any emerging faction from the destruction of another faction becomes Rebel rather than an actual faction:
Example: Pirates, Quebec, United States.
Seems like CA broke something "fixing" the pirate re-emergence.

Artillery no longer autochanges targets when they have never been given a target on fire at will. Very annoying when you got them on canister and they keep shooting at an enemy way out of range!

When a faction declares war on you, the diplomacy text now reads as if you were the one declaring war on them and they are surprised about it....

Similar thing with selling my military access, they will claim that they don't want to give you access to their land...

Merging units and automatic cancelling of retraining as a result works fine now. Disbanding units undergoing retraining and recouping costs of retrain of a reloaded game and that has since seen battle still not working.

Square formation now ridiculously effective against cavalry even when the infantry has no bayonets at all. Charged my guard cav into a unit of line and lost all of them.

AI will not accept peace under any circumstances it seems (unless you are unreasonable and give them just about everything you have).

The new jag formation for irregulars is rather annoying: When I drag out a position of Frontiersmen or guerilla, they usually overlap quite a bit even though they shouldn't, resulting in a lot of additional FF casualties. Quite tedious having to move them one by one and ensre they don't ever overlap.

al Roumi
07-01-2009, 11:59
WHEN are they going to fix the light infantry bugs? It's gotta be like the easiest frickin' thing to fix yet it managed to slip past 3 major patches and all its hotfixes? Crazy.


Don't get me started, what about behaviour of units on fort walls or in cover behind the "garden" walls? That's still broke.

Slaists
07-01-2009, 20:05
AI seems to also get massive amounts of cash in 1.3. France can field 3 full stacks with just 4 American and 1 European holding (Saxony, producing 1.1k in taxes) without breaking a sweat.
And before you ask, no, they are at war with just about everyone and have 0 trading partners (and no European port either)

In 1.2, it would be bankrupt by now.

I can second that. At least on VH AI now seems to have HUGE cash injections. Playing as French I was blockading ALL British ports in Europe (zero trade for them), but they still could afford 6 full stacks (many featuring colonial line infantry + artillery) running around North America. They even could afford to replenish those stacks after they were depleted from fighting...

Bottom line: post 1.03, economically, it does not make any sense blockading the AI on VH. You should still blockade though, for it stops the AI from building ships and raiding YOUR trade...

Monsieur Alphonse
07-01-2009, 21:38
Actually it does. It provides you with some extra cash providing that you raid their trade and not block it completely. In my current Spanish campaign I am fighting the British in North America. The British had a lot of stacks over there, but have lately difficulties with replenishing and reinforcing their stacks. In Carolinas they had three against my two and when those were defeated they were without units to stop my push to the North.

In Germany I am fighting Prussia and since the initial onslaught is over the only thing that stops my march to the East is the fact that I need a stack to pacify Berlin and that Sweden just declared war on me. All the Prussian lands east of Berlin are without units to defend them.

On a side note.
Just before Sweden declared war on me I saw to small fleets carrying two stacks near the coast of Portugal. I really hoped that Sweden wouldn't DoW me because my six dragoons in Madrid were no match to two stacks. Sweden started a was but forgot to move its ships so was able to destroy them. During Sweden's turn I intercepted a third fleet carrying a stack. If the AI would be able to handle its invasion forces it would have caused enormous problem for me.

Slaists
07-02-2009, 15:40
Actually it does. It provides you with some extra cash providing that you raid their trade and not block it completely. In my current Spanish campaign I am fighting the British in North America. The British had a lot of stacks over there, but have lately difficulties with replenishing and reinforcing their stacks. In Carolinas they had three against my two and when those were defeated they were without units to stop my push to the North.

In Germany I am fighting Prussia and since the initial onslaught is over the only thing that stops my march to the East is the fact that I need a stack to pacify Berlin and that Sweden just declared war on me. All the Prussian lands east of Berlin are without units to defend them.

On a side note.
Just before Sweden declared war on me I saw to small fleets carrying two stacks near the coast of Portugal. I really hoped that Sweden wouldn't DoW me because my six dragoons in Madrid were no match to two stacks. Sweden started a was but forgot to move its ships so was able to destroy them. During Sweden's turn I intercepted a third fleet carrying a stack. If the AI would be able to handle its invasion forces it would have caused enormous problem for me.

I do not see any cash injection if I blockade a port. If a port is blockaded (and I had sloops sitting in ALL British European ports), there is zero trade with that port. Raiding a trade route does provide cash injection. But the trade (ports) have to be active for raiding to work.

On a different note:

VH strategy difficulty is definitely different (from 1.02) now... Playing as Britain I am desperately trying to scrap some cash, while the AI seems to have almost unlimited resources. It would appear, the AI does not value trade at all at least on VH. Most of my trade partners are almost constantly blockaded and they do not seem to be eager to do anything about those blockades. Bottom line: trade is very, very unreliable as a source of income post 1.03 at least on VH campaign setting.

AussieGiant
07-02-2009, 16:08
I do not see any cash injection if I blockade a port. If a port is blockaded (and I had sloops sitting in ALL British European ports), there is zero trade with that port. Raiding a trade route does provide cash injection. But the trade (ports) have to be active for raiding to work.

On a different note:

VH strategy difficulty is definitely different (from 1.02) now... Playing as Britain I am desperately trying to scrap some cash, while the AI seems to have almost unlimited resources. It would appear, the AI does not value trade at all at least on VH. Most of my trade partners are almost constantly blockaded and they do not seem to be eager to do anything about those blockades. Bottom line: trade is very, very unreliable as a source of income post 1.03 at least on VH campaign setting.

I'm playing GB on H/M and trade is my main source of income. It certainly isn't as bad as your version Slaists, but it's clearly more of an issue than 1.02

Slaists
07-02-2009, 17:07
I'm playing GB on H/M and trade is my main source of income. It certainly isn't as bad as your version Slaists, but it's clearly more of an issue than 1.02

Okies, that means CA might have finally differentiated the difficulty settings. VH seems to be playable, but it has become much more of a 'precision' game than before. Battles (including the smallest of skirmishes) really have to be played by the player, because the player faction cannot afford the replenishing costs that result from autoresolve.

I was amazed by the number of galleons that AI Spain could spam on VH... A while later, I realized, they pay about 50% of the upkeep that the player would pay for a ship of the same gun-class...

Prodigal
07-02-2009, 17:48
Not sure if this has been touched on but raided trade now displays in flashing red the amount of goods being blocked. Still a pain finding trade partner port blockades but at least its a step in the right direction

Sheogorath
07-02-2009, 18:07
Naval autoresolve seems to be strongly biased towards the AI.

I recently, as the UP, had a battle with Spain in Indonesia. Myself (using AUM) with 2 Fluyts, 2 Galleons, 2 xebecs, a sloop and a brig. The AI had two galleons and a fluyt.

First autoresolve I lost, with all ships destroyed. Second autoresolve, I won, but one of the AI's galleons survived and I lost all the xebecs, the sloop, the brig and a fluyt. A similar encounter, between equivalent fleets (In this case, a fifth rate, a sixth rate and a couple of brigs on both sides) produced an initial loss with all ships destroyed, and a second battle gave me a rather pyyrhic victory.

FactionHeir
07-02-2009, 18:57
Yeah, I lost several autoresolves with a Spanish xp3 galleon against 2 Austrian sloops xp0.

Cultured Drizzt fan
07-02-2009, 19:07
a few little things I have noticed

1. the trade screen no longer shows if the price of a commodity ( Like Ivory or spices) is going up or down as it used to (no more red or green arrow) the price will just change turn to turn, with no indicator.

2. trade theaters seem deathly empty...... I have a complete monopoly on the indies and Ivory coast, and have had to put not a single war ship there since initially cleaning the theaters of pirates. Normal nations seem to have completely forgotten about the trade spots.... :sweatdrop:

3. penalty for breaking treaties is ridiculous, and as has been said it seems to value regular alliances over Protectorates.

4. I have had a few problems during naval battles, the battle will simply pause (I can move around the map, but cant touch any units or give orders) I have to exit the game to get it working again.

Slaists
07-02-2009, 19:37
One thing I noticed, despite overall performance having been improved the opening/setup part of sea battles (not the battles themselves) seem very choppy now. It almost seems as if the CPU is stuttering trying to 'say something'... I did not notice anything like that in 1.02.


Yeah, I lost several autoresolves with a Spanish xp3 galleon against 2 Austrian sloops xp0.

Doesn't autoresolve bias differ across difficulty settings. What difficulty were you playing on?

Zenicetus
07-02-2009, 19:50
Naval autoresolve seems to be strongly biased towards the AI.


What difficulty setting are you using? I haven't had a chance to play much since the patch, and haven't had a naval battle yet. The autoresolve seemed fairly balanced before the patch at a "H" combat difficulty setting. I hope they haven't tilted autoresolve too far towards the AI, because being able to skip naval battles is about the only way I can enjoy playing this game.

FactionHeir
07-02-2009, 22:53
VH camp, M battle

AussieGiant
07-03-2009, 08:32
Okies, that means CA might have finally differentiated the difficulty settings. VH seems to be playable, but it has become much more of a 'precision' game than before. Battles (including the smallest of skirmishes) really have to be played by the player, because the player faction cannot afford the replenishing costs that result from autoresolve.

I was amazed by the number of galleons that AI Spain could spam on VH... A while later, I realized, they pay about 50% of the upkeep that the player would pay for a ship of the same gun-class...


Yes that's the feeling I get too.

And the AI is rolling in money on even H/M.

As Cultured Drizzt fan said in his point 2. The trade theatres are now devoid of action and I can get all the trade spots I need. I get the feeling that this is because CA has gone back to simply handing money to the AI nations based on the difficulty setting. As a response they don't seem to want to fight for trade nodes after the initial 10 to 20 year slug fest is resolved.

It was a hell of a slug fest but it seems a little artificial now.

FactionHeir
07-03-2009, 13:10
I think just giving the AI money is a bad idea unless there is no other way around it. That means modders probably have to do it, but CA certainly has more tools at their disposal.

With the Ai getting some crazy amounts of money, completely blockading them and raiding all their buildings does little to impact their troop production and building capabilities, and that essentially breaks the campaign game completely.

AussieGiant
07-03-2009, 13:51
I think just giving the AI money is a bad idea unless there is no other way around it. That means modders probably have to do it, but CA certainly has more tools at their disposal.

With the Ai getting some crazy amounts of money, completely blockading them and raiding all their buildings does little to impact their troop production and building capabilities, and that essentially breaks the campaign game completely.

I certainly don't advocate it as a solution. It a very blunt tool which CA shouldn't need to use after so many games and experience on the topic.

Still, it scares the bejesus out of me to see stacks of French and Spanish troops swanning about. :beam:

FactionHeir
07-03-2009, 19:41
Those stacks do nothing against a well planned blitz naval invasion that can take out a faction in 1 turn (2 max)

Example: Me Spain control most of Western Europe, allied with Brits. Brits declare war on me for no good reason and I just use the 3 sloops in France and Flanders to land my garrisons of France, Flanders and Netherlands in Ireland, Scotland and London and take the Brits out in the same turn.

Rather than giving the AI huge field armies and no reason to builds its economy and research properly, it should be able to just keep a good size garrison for their cities and not stack up its units in the middle of nowehere where they do no good to anyone.

FactionHeir
07-04-2009, 02:30
I was rather surprised that the pirates on turn 5 managed to build a rocket ship....looks like they are more advanced than evryone else.

Fisherking
07-04-2009, 09:14
I was rather surprised that the pirates on turn 5 managed to build a rocket ship....looks like they are more advanced than evryone else.

Speaking of such things, has anyone ever reported gaining techs by capturing these things?

I know I never have. In the early game just capturing any British ship should give you a tech or two.
:idea2:

Slaists
07-22-2009, 01:23
Another 1.3 change: damaged universities still cause unrest. Before 1.3, if the university was damaged, it did not cause any clamor.

FactionHeir
07-22-2009, 09:14
Its fake unrest. Move a minister a little bit (you can move him back too) or fight a battle and it updates. Reported that one long time ago.

Slaists
07-22-2009, 14:31
Its fake unrest. Move a minister a little bit (you can move him back too) or fight a battle and it updates. Reported that one long time ago.

Hmm. I will trying to move a minister. I know for sure though that fighting battles did not eliminate the unrest.