...not sure how i come across here, but what i'm thinking of in general is the use of the word/concept "culture".
-Like there's a difference in merely controlling an area and it 'really' beeing 'yours'. Think for example occupied france: The germans may have had virtually total control of the...
Maybe if we get something like a 'layered border-system' where if you take/occupies a tile - it's yours (lower). So long as your unit dominates that tile and it's not surrounded by enemy tiles (or it leaves).
When your culture/language/people also spreads to the same tile - it's really yours...
...Or the king just declares war (why would he ask you, his subject?) and then your enemies starts attacking you; His local representative. (governor/viceroy, whatever)
All your soldiers work for the king, as do you. (at least until you just won't anymore)
Sorry, that was a rant of sorts i guess... still if i try to sum it up:
"Make the computer do as much as possible, but NEVER let it make any decision for you."
It's doable, if not easy in col2... at least thats my take on it.
Oh... try to start to specify after priorities i.e;
minor city1 - food city (A), with rec. B and C as extras
minor city2 - lumber city, with A (food) and D as extras
minor city3 - Ore and Silver city, with A and B as extras
Now if c1 is further away then a few squares then it should have a...
First: Me = No "expert".
That said:
1. No
2. Yes... but seldom full auto (not on all wagons anyway), rather specifiy a trade-route. (...so that industry doesnt starve in the interim.) Full-auto go on "extras".
2b. Never Full-auto on ships, always specify routes, since they always count europe...
Hmm: In the pedia it says that regulars/ref's doesnt get defensive bonuses at all so all their strengt lies in (except obviosly numbers) attacking settlements... even without R.S.-bonuses... they arent really that hard to knock out. Plus Col 2's has an almost reversed idea about attacking into...
It's not a modifier, hence it will be modified... right?
At least for the smaller, nonprodutive colonies, they will finally get to taste the modifiers at all; 3+1 basep. + whatever %.
For bigger cities it's not such a big deal, but still something since rebel-semtiment also act as a modifier...
well not so much fictitious, but somewhat far-fetched and/or (over?)simplified... for the sake of gameplay. (wich isn't so bad is it?) ;
praet's of course
berks (to some extent)
immortals existed... but...
bowmen (difference from "archers" anyone?)
+ many more i suppose, but i'm not sure so...
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