Each pack will have movement in the same balance as the 24 month one? Double and 6 times speed. (In theory of course)@jdofo
I'll update the 4tpy and 12tpy packs with corrected movement when the big update is released!
Im surprised that I like the slower movement (IN ENEMY TERRITORY) but it can get crazy. In my own territory, it is pretty good, maybe some more. I want marching through enemy territory to be slower than my own, but I will give you an example...In a war last night, it took me 9 turns to march from my border to the enemy city. It was summer in the desert and they needed to move faster. I had full supplies in the province adjacent with supply drop. I almost ran out because of 9 turns of marching. Its roughly 4.5 months and it would have taken me 2 turns in regular DEI (6 months) so we are moving faster! 4 turns would more like it. I like 4 tpy but like 12 tpy better. 24 tpy is great but the movement just goes to a trickle. Its probably more realistic except for 4.5 months marching through a desert. They had full supplies (by baggage train) and needed to move faster. JMO
I have yet to have a fort battle and feel they should be very powerful. Storming a fort, or city for that matter, should be extremely tough but have no experience. I have tried to use them to find out but they take 100% of movement points, so no use on campaign.@MrMerisi
As for fort-strength, I'm still experimenting with the ignition threshold for fort-walls as I don't see any other way to make them less "OP" (already slightly nerfed tower damage in my beta version). The only two solutions is to either make walls catch fire faster (so that they break and larger gaps are created for the AI to enter your fort with melee units) or give some adverse negative campaign effect for standing in a fort.
About how I figured, just makes early game for large factions very very difficult. Easier to start as a minor faction.@JCB206
This is interesting because I rarely get everyone declaring war on me at the beginning. Perhaps it's because I manipulate diplomacy right away to have some of them fight each other. Also if a player doesn't build up their army early, others will see you as a weak kingdom ripe for the taking (relative strength ratio being a factor whether they declare war on you or not).
I've had a few occassions when I'm larger later on and hated among others, that in some cases 5-6 might declare war on me together - but by then you might actually have a chance to keep your borders safe.
In overall it's kind of difficult to find the sweet spot for the AI when it comes to diplomatic behaviour. The "snowball"-effect is something that happens often and the three only solutions I had for that so far is to either have decent relations with everyone, have a defensive/military alliance with someone strong or be strong yourself.
Can't wait to test. Awesome!I already buffed movement a little in my beta version of the next patch and it's working out quite well so far - I'm sure most players will like the new movement more than the old.
I had forgot that. ThanksDV is designed to be played in normal. The bonuses to the AI are larger in normal than even "very hard". All other difficulties are pretty much DeI values and I cannot recommend nor know how well or bad the AI will behave with the standard settings. I made it this way so that two people can play coop/head-to-head normally, because in multiplayer you can't change campaign and battle difficulty separately (#CA).
Sounds great. 10 per turn on 24 tpy would be crazy. I think it would be a balance but not directly comparable. Lets say I play a game for 150 turns on 4 turns per year. I have a few level 10 governors. No problem in my eyes. Thats 37.5 years of game time which makes my governor 55-60 years old depending on when he started. He will die soon anyway.And lastly in regards of governor-general exp gain, I might try to double the exp they get from governing (perhaps from 1 to 2 or 3), but 10 is insane and overpowered. You'll be sitting on a level 10 godly governor in no time with that setting
In DV that same amount of time would take 900 turns! I will not play a campaign that long IMO. At 2 exp points per turn, you get 48 points per year instead of 40 (10x4 tpy) and would balance. But that is still 450 turns! 3 would make it roughly 270 turns to reach the same point. So 2 or 3 would be good in my opinion for gameplay. 3 would take the governor 11-12 years to reach the highest levels, making him 40-45 years of age, not bad. Thanks for looking into it.