This. Basically you tell him: L2P. That is rude.eruth wrote:
I enjoy rebellion mechanics and they greatly increase my pleasure at playing the game. Once you learn how to manage them they're just as much of a fun strategic element to plan around as limited resources or the X-factor.Funnelroo wrote:
I would like to add my displeasure with the current revolt mechanics. It is hindering my enjoyment and making me seriously thinking about not playing this game.
FIX THE *** REBELIONS IN 1.5
Seriously,
I have territories rebeling to nations, that I never fought? Or to some allies, that fought the war with me, complete non-sense.
Conquered Africa vs 4 man coalition, then my lands "rebel" to some random nations, which I never fought (Lybia, Spain?), and I have to declare war to them as well, just to clear my lands?
Some other lands keep switchin all game, between me and my ally - Siberia, randomly, with no reason whatsoever, the guy thinks im sendin spies to him to change them or so, even tho we allies. Can you please fix this stuff, I see you made a new patch, but this is not touched, why is that?
Is your intention to keep rebelions as they are in 1.5? Cos thats the most annoying stuff ive seen in a strategy game for a while, I generally dislike Rebelion mechanics, but this is pure non-sense that makes the game so tedious for big players, every day on day change Im afraid to look the map again, cos it will look ugly as fk.
Infrastrucutre gives some morale, ok, but costs so much and has only 3 lvls, so u cant even get to 100 % if u max it, fix that too (give it 5 lvls).
See ya
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My point was that people hate on the rebellion mechanics because they make the game harder, but there have to be limits on how easy the game is. They affect everyone equally, and you just have to learn to plan around them.NoobNoobTrain wrote:
This. Basically you tell him: L2P. That is rude.eruth wrote:
I enjoy rebellion mechanics and they greatly increase my pleasure at playing the game. Once you learn how to manage them they're just as much of a fun strategic element to plan around as limited resources or the X-factor.
What I find exceedingly dumb about revolts is characterized by a game that I was fighting India as Nationalist China. After occupying ALL of India while he balled all of his units into a single spot on his capital, he then just told his death ball to charge at my capital. He then held the capital tile for just two hours, but this was enough to send all of the territory I had just captured into a revolt and back into his hands. Not only did it go back into his hands, but EVERY SINGLE SOLDIER I had stationed in those cities instantly flipped to his, giving him a brand new army and stealing away mine. If this is what was intended it is absolutely asinine, why would every single nationalist chinese after occupying india suddenly decided to desert and swear fealty to the occupied nation? In what world does that make any sense? His government completely abandoned those cities, and then just ran at my capital. Had I known garrisons would flip too, or had I known capitals were so incredibly powerful that it would be the entire goal of the war, I would have also just death balled instead of forming a line along the front. This single handidly has turned me off the game, and I hope it is changed in some way soon. A game of capital charging isn't much for strategy.
i always see 25% morale ratings in provinces that are apart of countries that aren't at war. why is that?
It is the default value for a province being taken by another player.
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