I kinda wonder of how they're going to impålement it in practice, and more to the point make it challenging without excessively artificial constraints. Put this way. Let's say I'm playing the Turks and have by the point I hit the required tech hurdle turned the Med into a "Turkish lake", and have the Iderian peninsula under my control. My empire has gotten sufficiently rich and powerful to be largely secure from its foes and afford major adventures if need be. Then Captain Sinbad sails back from his sea trip to China and tells me there's a whole friggin' continent of weird Stone Age pagans with way too much gold for their own good in the way, and I decide it is only good and proper to deliver salvation to these poor heathens which in practice means the Janissaries and Sipahis get on board a major fleet and sail off to play gunboat diplomacy. Or my successor, who happens to be of the zealous and adventurous type his precessador wasn't, decides to go on a major jihad that way mainly because he can and the damn Franks are too obstinate.
Which ought not to be too difficult. When you have Stone Age gear to put against the sort of hyper-evolved ironmongery Late Medieval armies are kitted with by default, numbers and even courage and discipline simply stop mattering. In several instances immensely outnumbered groups of Spaniards in comparatively light gear were perfectly capable off fighting off full-out native armies and suffered only minor casualties in the process; among the heavy cavalry (who were very few in number, but had some very disproportionate effects) death by riding accidents was probably more common than from enemy action...
In short, how to credibly limit the amount of troops the player (or AI) can ship over given the way TW game engine doesn't exactly bother simulating the causes and conditions that kept the historical attemptees from sailing over in force, and/or make the undeniably badly outmatched Aztecs a serious tactical challenge for late-game armies ?
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