Originally Posted by
Cyprian2
I've been enjoying a campaign as the Germans, and well... I know that the rebels in Redux have always been beefy, but man, this is ridiculous. See the attached screenshot for reference. The year is 1043 and I've not been to war with a single major faction, but almost all major factions have been eliminated at least once (and some more than once) by the rebels.
Haha! Well, each campaign can end up very different from the next! Obviously, each player and their play-style will be a major factor influencing how many things end up in each campaign. Anyways, in this given particular case - it does look like you are on your way to lose that entire campaign – it will probably be very hard to turn things around and escape defeat at this point, I imagine.
I have more time on my hands on Tuesday (29th) - I think you should post up/attach the save of that screen (AD1043) - so I and others can then download and try out playing HRE from that specific AD1043-save. You could even include AD 1000-save as well, as a bonus. There are only some 217 turns left, and it’s doubtful if that will be enough for a win – all things considered here. It would probably be an interesting adventure/challenge to find out. Assuming that you are fine with all that. Regardless, the outcome in that HRE-scenario at that stage seems uncertain - even for someone like me.
Originally Posted by
Cyprian2
Any time I take a province, I must undergo at least 3 rebellions before the province is pacified (which is what I'd expect from Redux), but coupled with the rebels super-spamming navies and being uber-aggressive, it becomes very difficult to hold onto anything at all -- even with top tier troops! Sorry for the rant, but it's the first time I've ever wanted to rage-quit a Redux campaign. This is, of course, running 1007 with the latest hotfix.
Look, I do hear you… However, I think at least part of the problem here is your own play-style – if that screenshot is somehow representative of it. It’s true that the RX-rebels are much tougher and aggressive in redux then basically anything else. They are! That said, players like you do need to make sure to keep all your important territory secure, loyal and content in Redux – and for that you will need to build the necessary infrastructure/tech for it and its all there in Redux (see stability-values as per each relevant building). Once that infrastructure is in place, the problem of rebellions essentially disappears (and any garrison can be relocated). In short, it takes much longer and cost much more in Redux to make any province peaceful and loyal compared to the levels we have in raw MTW. It’s much easier, faster and cheaper to get there in the raw game. And you probably know all this already…
However
you must have serious armies to defend all your vital territories in the first place! Otherwise those front-provinces will eventually be lost – if not by raiding rebels, then by invading other factions. There is no way around that. You must make sure you have a standing army at all times! Plan and prepare for it! In that screenshot you don’t have any serious army anywhere - this on any front! One big attack (from anywhere) and the HRE are in deep trouble! That is unacceptable if you want to survive long term in Redux. You should even strive to have serious tactical reserves to easily plug the gaps (if any) in your fronts whenever necessary! Also, you should consider shortening your fronts on the map, otherwise your troops gets needlessly tied up in securing unfavorable and long borders. Also consider actively using buffer zones.
Lastly, one should never leave the rebels to their own devices – that will in time punish you in the long run and make them very problematic eventually. Especially ports are priority targets – in your HRE-campaign that translates to especially Flanders, Venice, at a minimum (but also Prussia as well from what I can tell). The rebels should never ever be allowed to hold on to these long-term. If you can’t hold on to it - raze the port and withdraw - so they can’t build more pirate ships…
If you apply these doctrines - you will probably be much more successful in Redux and dealing with rebels too...
Originally Posted by
Cyprian2
In the most recent version, even the major factions like England, Byzantines, Spain, and the Moors are having a hard time staying afloat.
Agreed… It’s basically a matter of cash (and costs) - not having enough and the AI not being able to properly make the serious and hard decisions (despite my best efforts to force the AI back and forth) when there is not enough cash to fund it all. That’s why I seriously considering to either cutting down on the rebel cash-flow (a bit) or increasing the same for all ordinary factions. The unwanted bi-effect of all that is that Redux will obviously become more forgiving to the player as a result. However, that would even out somewhat if the AI end up performing better and build more and viable armies - thus making the game harder that way. It’s a difficult and fine balance to achieve with the crude parameters afforded by the game-engine. We’ll see what I end up in the next release of Redux. It’s a not ideal as it is and this to such extents that I want to change it somehow.
Originally Posted by
Cyprian2
I'm curious about how Vanilla MTW-VI compares to Redux in terms of AI building and recruitment priorities. For example, I have a strong suspicion that AI naval recruitment in Redux has been increased (as I said in my previous post).
They are vastly different. In short, it is two separate and distinct design-models. This disregarding all the altered and new content on top (creating yet again further differences, both in terms of designs, dynamics, function and generated experience and circumstances within the game).
Naval recruitment is actually set to (MUCH) higher priority in raw MTW – it is just that the Redux ships are much more accessible, at times cheaper and always faster to build. All that combined creates perhaps the illusion that the AI is more keen to build ships in Redux… In fact it is not, not in theory anyways. Then again, the AI on all naval stuff is a mess all over (on practical terms)…
Originally Posted by
Cyprian2
I do, however, have lots of ideas of how I'd like to see the campaign function and there are certainly changes I would make to my personal version of Redux.
Feel free to post up those ideas - if I like them, and they are doable, I might include them in the future. Naturally, I would credit you for every such idea I did include in Redux. Other then that, I have always tried to be welcoming to folks considering doing sub-mods for Redux. That attitude has not changed...
Originally Posted by
Cyprian2
For example, I might experience a rebellion in Saxony, only to have three additional stacks arrive from the other side of the world due to naval linkage. Personally, I feel that rebels should function as a less homogenous force to reflect the fact that they were independent kingdoms as opposed to a massive grey bloc! I suppose I can accept rebel reinforcements arriving in Saxony from neighbouring Frisia, but it becomes silly when they are being shipped from Tunisia.
I totally agree here… However, as it stands the MTW-engine and it existing mechanics and parameters does not afford any of what you wished for there. The rebels are - sadly - a large grey absurdly singular entity, as devised in this game. As a result, unholy and absurd alliances between - say - rebel Scotland and rebel Tunisia is possible – provided there is a rebel navy of sorts that connects them. It’s utterly ridiculous, I agree. Nevertheless the engine affords little else – assuming you want active and dynamic rebels somehow in the first place. This is what can happen in Redux – due to its designs (within the existing limits of the engine).
The other alternative afforded by the engine we find in raw MTW (and most other mods btw). These (standard) rebels are (I think) hopelessly passive, toothless, predictable and are little else then a placeholder-entity that hardly can do or threaten anything, anywhere. It’s just a passive blob waiting to get conquered by regular factions. It adds little or no dynamic, danger or challenges to the game.
Given those two options (by the engine) - it is an easy choice for me – and it is the RX-rebel model for the win, all the way. It is clearly more dynamic and challenging, so I obviously prefer that above the standard rebel-model. As usual, there are still folks that prefer the standard-alternative anyways despite all things. As for why, I have no idea.