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[EU4] An in-depth Guide to Fort Zone of Control Mechanics 

Reman's Paradox
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Short addendum: Unmothballing forts does not prevent/cancel movement orders made when the forts were mothballed. It's an uncommon rule, but it could explain some of the weirdness going on with some screenshots people are posting early in wars.
See an example at: imgur.com/a/25vmv
In this video I go over fort zone of control mechanics.
Music: Fly away with me
Artist: iamsleepless
• fly away with me (orig...

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6 окт 2024

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Комментарии : 414   
@__-fs3tg
@__-fs3tg 7 лет назад
It´s like solving one of humanities greatest mysteries!
@Bill_Garthright
@Bill_Garthright 7 лет назад
Yeah, but it's like a scientist solving quantum mechanics, because I still wouldn't understand it, anyway. LOL
@svenlittlecross
@svenlittlecross 6 лет назад
dude this is so true
@ZerakTul
@ZerakTul 7 лет назад
Good grief Paradox. It's not surprising people come to the conclusion that the system is broken or that the AI cheats when the way it works is absolutely nonsensical.
@vetgirig4209
@vetgirig4209 7 лет назад
The new system was not better then this.
@marcino457
@marcino457 7 лет назад
Eeki the new system was broken in a different way, if both are shit then I prefer to have the one I'm used to than some new one equally as bad
@jjohansen86
@jjohansen86 7 лет назад
I'll have to play for a while to make sure, but I don't think it's actually that hard to understand, most of the rules he cites are edge cases (so you might not internalize *everything* that's going on right away, but the main points, the bulk of the system, will make sense right away if you think about it right). The real trick, and the real problem for people understanding it, I think is that they're too focused on the fort, not noticing the return province. That's how I've been thinking. I think that once I get into a game, knowing that the return province is the important thing, I'll internalize the system, probably without remembering all of the edge cases, but knowing the bulk of what's going on. But I'll have to play for a couple of hours before I know for sure whether that's the case.
@Konterfeit
@Konterfeit 7 лет назад
fixing the system would be ez! Make forts that are sufficiently surrounded (the amount of troops you need to siege it) lose their zone of control because they are BESIEGED! Ain't noone projecting any zone of control from there! And/Or make zones of control block off the supply routes (like distant oversea provinces used to work) instead of restricting movement so harshly, making troops operating without supplies suffer MASSIVE attrition. The way it works now is shit and has been so since its introduction. It was meant to deal with the exploity carpet sieging, but it went the wrong way. Now you can't even pursue armies and you get trapped and wiped for no real reason other than an intricate mechanic forbids your 30k stack to pass by that run-down fort with 100 men in it.
@jjohansen86
@jjohansen86 7 лет назад
Yeah, I'll buy that it doesn't make sense that a besieged fort exerts ZOC. However, a fix using attrition wouldn't work, since they nerfed attrition with the cap.
@cervbond
@cervbond 7 лет назад
That sea return province looks so broken..
@remansparadox8604
@remansparadox8604 7 лет назад
It is, but only if you have an overwhelming force against your enemy. If your foe can defeat your units, they're effectively trapped and can be easily stackwiped.
@axelandersson6314
@axelandersson6314 7 лет назад
Ondřej Šaroun I think it's to simulate that your armies are on on the coast of the Aegean Sea, therefore they can just walk around the forts, but it doesn't make sense how you are able to teleport regiments to the other side of the forts by changing what army they're assigned to.
@cervbond
@cervbond 7 лет назад
In that case it would make sence to allow that even without boarding the ships first
@Blinddragon9
@Blinddragon9 7 лет назад
It is pretty situational and you need naval supremacy in the province first.
@mj11181
@mj11181 7 лет назад
does the boat need to stay to keep the return province on the sea? if it leaves will they be trapped?
@randomdude4136
@randomdude4136 7 лет назад
who at paradox thought of this system lol, when there's 20 stacks running around everywhere during war in the lategame its impossible to figure out where each one can go and cant go even with the ZoC mapmode. At least give us a mapmode which lets us click on the stack to show exactly where it can and cant go given its current return province or something. Or better yet make a less convoluted system that still has a decent level of complexity from which players can make decisions off but dont have to spend 5 minute studying the map everytime a few stacks arrive at a new front on your boarder or a fort gets taken somewhere
@vitmartobby5644
@vitmartobby5644 4 года назад
ikr, isn't studying the maps fun!
@Muck006
@Muck006 3 года назад
Without this rule forts would become meaningless ... sort of.
@devilhunterred
@devilhunterred 2 года назад
@@Muck006 Why not just make it so that armies can never travel to more than two provinces under enemy zone of control consecutively, which force them to have to siege down a fort to keep going???
@GM6linx
@GM6linx 7 лет назад
Now that I finally understand how forts really work, I am baffled at how Paradox could possibly create mechanics like this... Bypassing forts is simply unfair and gamebreaking in any situation.
@Esty6
@Esty6 7 лет назад
More than likely it was much simpler in the beginning but it led to exploits, so they kept adding more and more 'special rules' to stop exploits but turning it into spaghetti rules.
@escalonn
@escalonn 7 лет назад
Bullshit, it’s not bypassing, it means you left an opening by not considering all possible routes of attack. It is great that this kind of strategic mistake is possible in EU4, which a kindergarten fort system would not allow.
@brenokrug7775
@brenokrug7775 7 лет назад
That's true, Arumba has no clue about it LOL
@zackslaststand
@zackslaststand 6 лет назад
I don't really think it's particularly difficult, or complex to be honest. It's just poorly explained, poorly visually indicated and poorly communicated and as such incredibly difficult to internalize but when you're a dev who's played a bazillion hours of eu4 and now the ins and outs of the game and designed the system your self I'm sure that it makes a lot of sense. I think this is another case of the classic Paradox problem of what's probably a brilliant system entirely hamstrung but poor communication and tutorialization.
@RafaelCosta-oi3be
@RafaelCosta-oi3be 4 года назад
@@zackslaststand I'd say you just pointed out a great p a r a d o x....
@TheSeventhChild
@TheSeventhChild 7 лет назад
Jesus this is way more complicated than I thought
@Madhattersinjeans
@Madhattersinjeans 5 лет назад
I'm thinking once you can get the hang of some weird game mechanics like this you're good to go for university. This is some logic puzzle stuff. just wtf.
@minertfl
@minertfl 7 лет назад
Something I've found in my games that may explain why players think AI cheat on these rules is: if you path an army before forts are unmothballed and then the forts get maintained even if you wouldn't otherwise be able to move to the province where they're heading now that the forts are on because the game calculated the path before there were any zones of control your army will be able to move to its destination. This results in armies being able to skip forts that were not maintained before the start of the war so long as the pathing movement was calculated before the forts were maintained. I suspect that players who often keep their forts off and do not manually turn them on before the start of the war but rely on the checkbox to automatically raise forts and army maintenance when at war feature will see enemies 'cheating' when it comes to their forts because the enemy will have a day at the start of the war when all the forts haven't updated their zones of control because they were just turned on that day. This day gives the enemy's armies a chance to pathfind wherever they want in the player's land. The other side of this is you can get multiple of your enemy's forts if you declare war when they're mothballed and before you unpause direct an army to each fort in the enemy's land.
@mouseman9287
@mouseman9287 6 лет назад
thanks man
8 месяцев назад
Bruh the ai cheats so much its obvious and kinda frustrating
@Miller09095
@Miller09095 4 года назад
I've watched this video for the last 3 years and I still don't understand forts
@Lawrance_of_Albania
@Lawrance_of_Albania 3 года назад
all i learned is if you make one fort, then leave one empty province and then in next ANOTHER fort, u make an wall, so i made a wall across the balkans and anatolia, if i am defeated or sudenly attack i always have a time to respond Now making fort in midlle of russia is nonsence to me
@deadpirateroberts9937
@deadpirateroberts9937 2 года назад
@@Lawrance_of_Albania So far i’ve done the same fort building for borders except I leave two provinces of space in between the forts, and its worked it saves you from building more forts.
@TehJumpingJawa
@TehJumpingJawa 7 лет назад
Great video explaining a terribly presented mechanic! UI elements being obscure (return province) UI elements being incomplete (friendly+hostile ZoC overlaps) UI elements being completely absent (distance rule) Then there's the completely counter-intuitive & unrealistic results that the mechanics create. Oh yeah, and the loopholes relating to the transferring of units between multiple armies...... A terrible convoluted mess of a design.
@mandu9520
@mandu9520 7 лет назад
This seems needlessly confusing and it makes me angry
@chunkychew6995
@chunkychew6995 4 года назад
This one time it was physically impossible for me to finish off the enemy, I got soooo mad and rage quit.
@1000_Gibibit
@1000_Gibibit 7 лет назад
Man I always thought that return provinces had something to do with retreating armies... Thanks for the thorough explanation!
@TheMentorOfMomos
@TheMentorOfMomos 7 лет назад
Pls make more vids like this, you're so great
@remansparadox8604
@remansparadox8604 7 лет назад
Thanks. And don't worry, I have plenty of videos planned. I'm juggling about 30 ideas for new videos right now, spanning everything from new guides, in-depth analyses, mod spotlights, nation spotlights, and other random interesting things you can do/have happen in the game. And those are just my ideas for EU4 videos! I'm planning on getting into Stellaris and CK2 videos as well.
@HumanistAtheist
@HumanistAtheist 7 лет назад
Your channel is a candle in the dark. Awesome work. Thank you!
@poetpool7787
@poetpool7787 7 лет назад
You are my drug
@mokies7811
@mokies7811 7 лет назад
+Trader Vic like urbino
@VujoGaming
@VujoGaming 7 лет назад
Please teach me more buddeh
@1sb3rg34
@1sb3rg34 7 лет назад
Vujo Gaming It's you!
@squazl
@squazl 7 лет назад
Even after playing for hundreds of hours you can always learn something new in EU4.
@ystudbeast3
@ystudbeast3 3 года назад
I am at 800 hours now and I still don't know how forts work lol. idk if i will ever understand it or care to lol xD
@BloodySJohnson
@BloodySJohnson 7 лет назад
Okay, thank you, you've made me understand the system more, which only made me even more sure that it's absolutely fucked. No army movement should work like this in any game ever. I can't understand why they couldn't come up with something other than this convoluted, unenjoyable bullshit.
@XXxXxXRevanXxXxXX
@XXxXxXRevanXxXxXX 5 лет назад
Rule 1: You can go from any empty province to any other province Rule 2: A unit can always return to the last province it was in previously Rule 3: You can always move from a land province to an adjacent sea province regardless of any forts Rule 4 (Distance Rule): Units can move to any province that has a distance of 2 or less from the return province Rule 5 (Fort Rule): Units that are on a zone of control province can always move to an adjacent province Rule 6 (Friendly Zone of Control): You can always move to OR from provinces with friendly ZoC Rule 7: When your troops take a fort, the province reverts to whatever it would be if the fort was deleted (but it still generates a hostile ZoC against enemies)
@KnufWons
@KnufWons 4 года назад
Rule 5 only applies to Fort provinces
@mdocevski
@mdocevski 7 лет назад
I don't like the fort system. It's overly complicated. If I have to calculate graph traversals for something as basic as movement, the game design has failed. Also the UI in EUIV is too primitive to display the ZoCs properly, maybe PDX could look at XCOM or Civ for UI/UX a bit, not that Firaxis does a perfect job, but a lot of it is easier to grasp/use.
@jacobmunro4458
@jacobmunro4458 7 лет назад
Does Civ or XCOM have anything resembling zone of control?
@mdocevski
@mdocevski 7 лет назад
No not zone of control, but other ui elements that display zones, like city radius in civ, bombardment range, or area markers in xcom like granade or possible locations for graple or melee, or other zones displayed OVER the map/units.
@CleverClothe
@CleverClothe 7 лет назад
Civ has had zone of control for a long time. They have even had different rules over the years. However, Civ is a turn based game so they can do things with ZOC (like slowing your progress) that EU4 doesn't do.
@mdocevski
@mdocevski 7 лет назад
CleverClothe​ i ment the ui aspects of it, sorry if I wasn't clear.
@777Terraner
@777Terraner 7 лет назад
EU4 is also turn based. Every Day a turn. Only difference to Civ is, that all Players make their turn at the same time, and there is no end turn button but "game speed" and Pause.
@ValosarX
@ValosarX 7 лет назад
if this game keeps getting more complicated it is going to require a college course to understand Watched video and wow that is complicated as hell. Would you say it if more advantageous to build your forts one provience back or is it still effective to put them right in the boarder as they'll project a zone of control once you've started pushing the boarder back?
@KnufWons
@KnufWons 4 года назад
Valosar based on what I see it makes the most sense to build them one province back
@RafaelCosta-oi3be
@RafaelCosta-oi3be 4 года назад
Honestly it already takes more brainpower than many courses
@hamooozmugharbel
@hamooozmugharbel 7 лет назад
best eu4 youtuber hands down
@Breakfast_of_Champions
@Breakfast_of_Champions 7 лет назад
If this isn't bad design - rules so complicated you can't grasp them and largely undocumented, and no UI element to show that 'province of origin' or anything else about it...
@viktorkemeny31
@viktorkemeny31 7 лет назад
You are the unsung hero of eu4
@MattSpaul
@MattSpaul 7 лет назад
arumba was wrong confirmed
@Adriharu
@Adriharu 7 лет назад
This is what happens when you become too arrogant. Start blaming the game for your lack of knowledge.
@Percebob
@Percebob 7 лет назад
I can certainly blame the game for making something too complicated for most people in an area of gameplay that clearly doesn't benefit from it.
@HalbyStarcraft
@HalbyStarcraft 7 лет назад
he articulated one of the 'commonly held misbeliefs' from this video as if it were true, then when it wasn't true, he was sad. specifically thought the return province, and distance from it, had nothing to do with zone of control, and that each province had a specific fort it was tied to... thats what i thought too, this video is awesome.
@joaozin156
@joaozin156 7 лет назад
No he wasn't. He even showed in the video, he tag switched to France and he tried to replicate the exact movement that France did in his LP, Yet he wasn't able to do the same thing france was able to do it. So this comment by Reman is wrong, the AI can cheat the fort system whenever they feel like doing it.
@haressae5859
@haressae5859 7 лет назад
He was right
@MerkinMuffly
@MerkinMuffly 4 года назад
My brain hurts
@science-recon7392
@science-recon7392 7 лет назад
This is really helpful. One thing, though; the AI does *kind of* cheat. They can't access provinces that they shouldn't, however, if they can reach a province by any of these mentioned rules, no matter how far or how long it would take them, they can take the most direct path. This was apparently added to prevent exploits, however, it is easy to see that it could lead to them walking straight through a fort and thus people come to the opinion that it's broken.
@Splax77
@Splax77 7 лет назад
There's no "kind of" about it. If the AI is allowed to make moves that would be invalid for a player in the same situation (which it is), then the AI cheats.
@Etropalker
@Etropalker 7 лет назад
"A bunch of enemy forts grouped together introduces no additional complications" except that you can occupy a fort inbetween others, but when you go back to where you came from its suddenly unreachable. Example: macedonia, edirne and constantinople are forts, start in tarnovo. move to plovdiv, occupy it, move to edirne, occupy it, move back to plovdiv. plovdiv still counts as zoc, edirne now also does. by the distance rule edirne is now unreachable. should it be retaken by its owner, you can suddenly move in.
@souldeluna
@souldeluna 7 лет назад
Wow, the 2 province rule enlightened me. Now i understand why the ai can make moves that i could not fathom. Question: If the sea province is set as the return province, does the 2 province rule apply? Means you could move 2 spaces inland way from the water? Can you run THROUGH a fort with the 2 province rule ?
@jacobmunro4458
@jacobmunro4458 7 лет назад
>If the sea province is set as the return province, does the 2 province rule apply? Means you could move 2 spaces inland way from the water? The fact that it DOES apply is why setting the sea province as the return province allows you to march around the coast. >Can you run THROUGH a fort with the 2 province rule ? This is also shown in the video, multiple times at that.
@gregtorlinski3249
@gregtorlinski3249 7 лет назад
You can't because you only count empty zones for the 2 province rule.
@souldeluna
@souldeluna 7 лет назад
What is shown is that you can move 1 space away form the sea province as every province borders the return province. It was there that he showed that you can run through forts but they all were adjacent to the sea province, my question would be if the rules change if you try the same on only land? Run from the border through a fort to siege a fort behind which is only 2 provinces away from you. Another question i have is that i read somewhere if you split your troops behind enemy lines they will lose the return province, is that correct? Or will only one army have the return province set and the other one has none set?
@cornerseeker9167
@cornerseeker9167 4 года назад
Reman your voice is butter for my cavities
@amudpuddle6159
@amudpuddle6159 7 лет назад
Oh man this explains a lot, thank you sir!
@anderswilliams7069
@anderswilliams7069 4 года назад
First up, good video on explaining something I simply could not figure out at all by just playing the game. As an avid EU3 player I have just recently switched it up with EU4 and all the expansions (July 4th sale and all) this was one of those things as an EU3 player I had never encountered and was just baffled by. My intro game (playing England) and is playing around with the controls this was massively complicated and infuriating to the point I almost rage quit several times. I totally understand the desire to change things up, but man have they (Paradox) gone overboard with the changes, still learning, a little uneasy about how complicated the game has become. One of the reasons I never adopted Heart of Iron was the insane complication of the game mechanics making it very very hard to get into and to navigate around when your country/empire got too big, alas I am fearing a similar predicament, hoping some sort of automation comes along when I learn more taking away the need to pause every 30 seconds or so to just get a sense of what is actually happening.
@TheModernSnipez
@TheModernSnipez 7 лет назад
Great videos man keep them coming. I am loving the quality and effort you put in. Considering setting up a Patreon as I am sure this takes up a lot of time and it would be nice to support someone condensing all of these wiki's. Keep it up!
@Zoey--
@Zoey-- 7 лет назад
The end of this video was like watching the god of knowledge download information directly into my brain. I finally understand movement mechanics after only a few hundred hours!
@markwhitmore4547
@markwhitmore4547 6 лет назад
More really amazing and helpful information. Probably more actionable information per minute than I have ever seen before on a channel like this. Truly stupendous stuff!
@ebenklynsmith6042
@ebenklynsmith6042 7 лет назад
Once again an excellent video. Great watching you - concise, informative, essential info. Great job.
@goksir5845
@goksir5845 6 лет назад
Thank you! This was a huge help! Thanks for the great visuals, both from the custom gameplay and post-editing. You made it really easy to understand something I'd been struggling with. Love your videos!
@konradkruk9468
@konradkruk9468 7 лет назад
Now you are officially my God .
@randerson1893
@randerson1893 7 лет назад
That was actually much simpler than i thought it was. Thanks!
@steinardarri
@steinardarri 7 лет назад
I have never paid attention to the return province, thanks for the great video clearing things up.
@redram4574
@redram4574 5 месяцев назад
Rules: 1. 3:30 You can always move from an empty province to any other province 2. 3:41 You can always move to previous province; this won't exile your troops 3. 4:04 You can always move to a sea province 4. 4:18 You can move to any province up to *2 distance away* from return province 5. 6:28 You can always move into adjacent fort if in ZoC 6. 8:38 You can always move to/from friendly Zoc. The map can be misleading 7. 10:01 Occupied forts have no effect on yourself Rules 4, 5, 6, and notes e and f are the ones to remember. Try to not have 1 province thin ZoC walls Notes: a. 1:10 Types of provinces b. 1:40 Return province basics c. 2:54 or 5:26 Distance from return province extends into accessed countries d. 5:47 or 6:58 Rule 4 or 5 allows you to "ignore" forts on coasts if return province is the sea. Not sure how these are different e. 7:25 ZoC never crosses enemy borders, regardless of occupier f. 8:02 ZoC extends into neutral territory g. 9:30 Occupied forts do not have a friendly ZoC
@roninxyz
@roninxyz 7 лет назад
This is the best EUIV vid I've ever seen. I learned more about this daunting game mechanic in a few minutes than in hours of playing and watching others complain about the 'broken' fort system.
@dragonofdesire
@dragonofdesire 7 лет назад
Holy shit, Reman, ANOTHER video? You're on a roll!
@robbobcornlord
@robbobcornlord 7 лет назад
Holy crap, this was frustrating me so much in a game the other day and I didn't even know this was a thing! Thank you Reman. Love your videos buddy.
@MenkoDany
@MenkoDany 7 лет назад
Oh my god the sea rule! How did I miss that! And I thought I understood it well, great vid!
@Kingdemonpigfromhell
@Kingdemonpigfromhell 6 лет назад
13:00 well since then they've admitted in the patch notes(1.24) that the AI ignored ZoC rules so you and wiz were wrong. Still a great video for understanding your own moments, but it didn't actually test AI movement enough. between patch 1.24 and this video I had a moment where I was mimicking an AI allys movements, we both had the return province in my territory, entered our enemys territory and started moving around, then after a while I couldn't follow him anymore because the fort blocked me but not my AI ally. In another game I saw the mamluks moving across a hostile fort and I saved and tag switched to see their return province which didn't seem to add up, tried mimicking their movement and suddenly it wasn't allowed anymore. Not sure if the AI cheats anymore, maybe they've truly fixed it.
@danildmitriev5884
@danildmitriev5884 6 лет назад
As far as I understand, they haven’t. On 1.25, playing as Muscovy-Russia and having an almost full border line of active forts (before the war began), AI is able to move through them like a knife through butter. Then, for some reason, it runs away into Shberia and hides from my troops there, but that’s beyond the point xD I have (kind of) tested the theory that AI applies the “skip ZoC if you can reach the province through other, longer route”, and it seems to work. The sample were 3 wars against Poland and Lithuania. When I had only part of my western forts active, not covering the entire border, the AI freely moved through, like, 2-3 of them in consecutive order. But having all of my western AND the southern forts engaged seems to have stopped this in the next war. So, it seems that AI does apply the bypass-if-possible-to-reach-otherwise rule, which is freaking frustrating, if you ask me. It defeats about half of the entire reason for forts to be built by the player. And it really leaves just two viable strategies with them. 1) Build a thin line of forts around the border, so that the enemy cannot hope to get through them even if he had access to all other nations in the world. Coasts don’t count in this bypassing rule of AI, actually, which is good. 2) Build only a handful of forts in critical areas (capital) and in defensive terrrain, so that, when an enemy moves to siege it, you can attach them and get a terrain bonus. Otherwise, Paradox should dump or drastically change the fort system. It doesn’t make much sense, and I feel that the AI bypassing rule is essentially making almost the entire system self-defeating.
@gregmccauley1687
@gregmccauley1687 6 лет назад
You neglected to mention what a massive problem this is. Fort maintenance is huge in this game, imagine having to maintain 6+ forts in the early game? It can seriously hinder you. Another thing seems to be that the AI forts project ZoC into neighboring provinces they do not own. For example, Frankfurt is an OPM with a fort that will ZoC into all their neighbors lands, despite you having military access. This makes no sense and is not fun.
@kylekeiper6685
@kylekeiper6685 7 лет назад
Awesome Guide! Great work with with explaining it. I was getting kind of frustrated because I was playing Castile, and at war, England beached troops in Vizcaya, but was able to move between all the coastal provinces up there. Now I get why they could do that.
@PersuChogo
@PersuChogo 7 лет назад
Man I saw few of your videos. Your videos are so good, informative and well made.. great job man. I played this game since it was published, and I learned from your videos... I am so amazed... keep the good work. sorry for my broken ENG
@alexgmcm
@alexgmcm Месяц назад
This video is amazing. It felt so mysterious before!
@edogaravi
@edogaravi 5 лет назад
That trick of moving all your units to the "relief force" can save many games!
@sgebad
@sgebad 7 лет назад
I like the mechanics. Thank you for the explanation. The last video about trade helped me a lot by playing as the Mayans and making a fortunes in Chesapeake Bay .
@flxfaber
@flxfaber 7 лет назад
Fantastic video as always! Seeing a new Reman upload always makes my day. You've got a little background buzz on the audio though FYI, audible around the 4:11 mark.
@mariusbleek
@mariusbleek 7 лет назад
AI can still walk through any damn province they want to 😥
@Malas13
@Malas13 7 лет назад
This. You can build forts, zone control, but AI is justing walking past this, while you are sieging every single fort...
@escalonn
@escalonn 7 лет назад
Obscurantism
@braxon
@braxon 7 лет назад
I don't think it is that they can walk through what ever province they want to. I think it just seems that way because, if the computer can reach the territory in any way, it will ignore zocs to get there.
@escalonn
@escalonn 7 лет назад
You didn’t understand the video. That’s not a rule, and it doesn’t even make sense on its own, it presupposes other false rules about what “any way” means, to even mean anything. The distance rule explains such cases, and you can do it exactly as the AI can.
@braxon
@braxon 7 лет назад
No, there is plenty of video evidence that you are just wrong, much of it linked in this comment section. as for "any way." It is a false controversy. It is clear any way refers to the rules. as the only way they would have "access" is with the rules discussed. But for those of you trying to straw man. The rule is, if the AI can access the province via the standard rules, they will do so by the most direct path available, even if said path would ignore zones of control or forts.
@pantherseven4056
@pantherseven4056 7 лет назад
Thanx for this video! I didnt even knew about this complex fort control system. Now I can use it in my benefit, instead of feeling frustrated about it.
@DovahMarat
@DovahMarat 7 лет назад
Two videos in a week? Reman you'll spoil us!
@BillKerney
@BillKerney 6 лет назад
One thing that I've learned to be cautious about is merging armies during a siege. I typically split my armies to avoid attrition, but when you merge them, the return province can get lost. I once got stuck on a single province I couldn't leave with an army too small to siege down the fort it was on, and couldn't disband it either.
@escalonn
@escalonn 7 лет назад
I have been waiting for a video like this for a long time. It is really awful to see so much misinformation on fort ZoC, so many baseless accusations of the AI cheating and so forth. I am glad to finally have a link I can shut that down with.
@CleverClothe
@CleverClothe 7 лет назад
Except the AI does cheat with it's short cut rule. Now, you could argue that it isn't a big cheat, but it is something the AI can do which the player cannot.
@escalonn
@escalonn 7 лет назад
The shortcut rule is fake news
@braxon
@braxon 7 лет назад
Agreed, I count the short cut rule as a pretty aggravating cheat myself. It isn't necessarily the "computer can do whatever it wants" kind of cheat, but it is still a pretty frustrating cheat as it isn't always apparent where that one province hole in some backwards part of your country the computer is using as an excuse to ignore your zoc is.
@Bluemilk92
@Bluemilk92 7 лет назад
Remus, would you care to take a crack at that one? I would love to hear how that happened, and it would also make a good example for the mechanic. Also, Paradox literally said the A.I. doesn't cheat in any way.
@terrencesauve
@terrencesauve 7 лет назад
It seems that its close to what Remus said, but more than that! In Arumba's LP, its was the ZoC of his capital, Berlin, that the AI France by-passed! It shouldn't of, because it was a fort level 2+1.
@Daz5002
@Daz5002 6 лет назад
Reman you know your stuff but for any one watching your video's they are watching to learn maybe slowing down your pace of talking on most of your video's would help many of times I have rewind it as you talk that quick. Still great knowledge and thanks for all your tips as well as HOI4.
@andrewescocia2707
@andrewescocia2707 5 лет назад
a bit slower would help tbh most of the time he has finished explaining something I am still trying to find the province name he said at the start of the example.
@DeHub94
@DeHub94 7 лет назад
Thank you, this guide is extremely helpful. I think I'll have to watch for these things ingame to really understand them but I get the basics now.
@jjohansen86
@jjohansen86 7 лет назад
Thank you! I would guess that most people have the same problem I did: Not aware of the return province mechanic, that this is what really matters. I had no idea that the return province was the main thing the game used to calculate, so nothing made sense. I think I'm going to be using and abusing a lot of the things I've learned. For example, there might be more border gore between myself and an AI that I plan to attack in a later war, as I take provinces that can serve as amazing return provinces and let me access a ton of land with the forts the enemy has up.
@thespanishinquisiton8306
@thespanishinquisiton8306 7 лет назад
Great video! The reason that people say that the ai cheats is because if they can get to a province in any way, they're allowed to take the shortest route to the province. This causes some problems, because the ai should sometimes only get to your province by taking the long route through Siberia, but they can just walk through your forts in India if that route exists. Edit: Clarity
@mobiletuner
@mobiletuner 6 лет назад
I think the better way to do implement forts would be 1) blocking the movement between hostile forts or between hostile fort and the area with no access 2) high attrition/morale hit for passing through a province in the zone of control and slowed down movement through the zone of control, prevent reinforcements if a path to the friendly territory which is unrestricted by forts does not exist or is too long
@AlexanderHL1919
@AlexanderHL1919 7 лет назад
Since the introduction of ''devastation mechanics'', having forts withing you territory and not just the border is very valuable. Devastation ticks down at 0.08 a month whereas you can get 10-15% devastation in one little war. It would take forever to tick down, but, provinces within the zone of control of a fort get an additional 0.80 down tick a month for a total of 0.88 a month. That is 11 times faster with a fort than without one. I have a fort in every state just for this reason alone. I can recover in 2 years from a war whereas without forts, you would need 20 years between wars to recover your 'devastation'... Anyways, great video :D
@xvcbfbdj3595
@xvcbfbdj3595 6 лет назад
Reman you should unironically write a book with all the complicated mechanics.
@Bill_Garthright
@Bill_Garthright 7 лет назад
OK, _this_ is confusing! But it's a lot better than the understanding I had previously. And at the very end of your video, I think maybe you've cleared up a puzzle for me. Thanks! I had a problem as Korea invading Ming. At one point, I took their fort and moved past it into open land (their land) that had no zones of control. But then I couldn't get out again. It was like a one-way door. I could roam around taking provinces that weren't within a zone of control, but I couldn't escape from them even through the province with the fort (which I still controlled). Eventually, I just made peace, so I could get my armies out of there. I controlled all of the provinces - the one I was moving from, the fort province, and the province I was trying to moving into. But if I understood you correctly, I reset the "return province" when I went into enemy land that no zone of control (because I'd taken the fort that had established that zone of control). That still seems screwy to me. But next time I play, I'll have to look for that "return province" icon. I never even knew it existed. So this video will help, even if I still don't understand everything. Thanks!
@thunderstorm997
@thunderstorm997 7 лет назад
Everything in this game is quantum physics. Reman, you're a goddamn hero.
@NoOnesBCE
@NoOnesBCE 7 лет назад
I believe, being able to only go the way you came was a previous itteration of forts, a large part of the confusiuon with forts is that they have worked diffierantly in past patches.
@xvrhumournoir7144
@xvrhumournoir7144 6 лет назад
Great guide! Really nice job, achieving to make EU4 seem clear, and teaching stuff to 1000+ h players. Thanks a lot
@slawko553
@slawko553 4 года назад
Again great video!!! Man where are you? Give more EU4 content cheers!!!
@StinkySkunk100
@StinkySkunk100 7 лет назад
Finally figured out what that fort with the flag means, thank you!
@Kisamaism
@Kisamaism 7 лет назад
I don't know if this has been mentioned, but: If you issue movement orders ON THE DAY YOU(not when you get declared on)DECLARE A WAR, you can bybass forts entirely to go sit on whatever province you want. This is a very wonky bug and not 100% reliable, but I've used it to great affect, especially with Imperialism. *Yes, fully garrisoned forts. I repeat. Not mothballed forts.* It may have to do with a conditional access override bug, where you have conditional access that doesn't get canceled before you move your troops. Or it could just be some other type of bug. Or some other excuse(perhaps mechanics DO let this happen naturally and it makes sense code-wise but isn't intended. Or or or or. Point is, there ARE situations where you CAN ignore ZoC and just march wherever you want. Rare, unreliable, and I wouldn't bet my TTM run on it, but it happens.
@ericktorres5904
@ericktorres5904 7 лет назад
Great video, didn't understand everything, but that rule of the return province will be so useful. I always play carefully anyway, and I try to not overlap ZoC with my forts to avoid problems. I think that's the simplest rule for building forts at least. If you don't overlap ZoC, you will see a more expected behavior.
@viperswhip
@viperswhip Год назад
Just thank the devs that there is a fort system, it used to take a long, long, long time to seige down a big country as it took a year or more for every single province. Yes, at the beginning of the game, you could do it with one troop, but that made them much more vulnerable.
@piolit06
@piolit06 7 лет назад
I had a game as Spain with a fort in Navarra and France walked right through it. It was not mothballed and it was a level 4 fort. This was since the update that added the Pyrenees Mountains.
@LiezAllLiez
@LiezAllLiez 7 лет назад
One thing needs to be mentioned here - AI completely ignores ZoC so dont for a second think that your troops (while retreating) can hide behind your own forts. They cant as the AI will simply stroll right through 3 overlapping forts projecting your ZoC and stack wipe you. I know this wasnt the case back when cossacks was released (patch 1.15 i think?) but now it is. Dont know when the ZoC was removed for AI but it must have been somewhere between 1.15 and 1.20. To expand on this: I was playing as Golden (now "Great") Horde in 1.15 and after a very long break - now. In 1.15 (since i rarely kept more than 1 fort around) ive had a single fort - my capital province + a fort on top of it (in Sarai as moving it away from the russian border was advantageous). This allowed me to lure enemy armies into that fort and easily stack wipe them as hordes get a bonus shock damage in plains (easy right?). If i got beaten by an enemy stack my troops retreated there into the safety of that fort. In 1.15 if i was pursued by an AI stack and the AI followed me into the capital fort - i just took a single "step" behind the fort opposite of where the enemy stack was coming from and that made the AI stack either sit there and try to siege the fort down or go around my capital forts ZoC if they wanted to reach my hurt stack (exactly as shown in the video). In 1.20 i followed the same rules and placed a fort on my capital of Sarai. I got into a war with Muscovy. Did some damage but got whooped and my units retreated to said fort and its ZoC. A Muscovite stack pursued so seeing this - i took one step to the opposite side of the incoming stack. You cant imagine my surprise when the enemy stack took a step into my capital province with a fort projecting a ZoC, movied past it in a straight line and wiped my stack. Since then i stopped keeping even a single fort anywhere as theres no point to them anymore. @Paradox. If youre making rules make them apply to both human players and AI. We know AI cheats in a ton of situations but forts and ZoC shouldnt be one of those instances.
@doppeltpunktd5495
@doppeltpunktd5495 3 года назад
This guy speaks enchantment table
@hejduglade8708
@hejduglade8708 5 лет назад
I´ll bet this guy is a teacher. He´s great at this
@fredonline1
@fredonline1 5 лет назад
Will you ever post more videos, Reman? You got me into EU4, and I've enjoyed every single thing you've put out.
@dariuszdrzewiecki4324
@dariuszdrzewiecki4324 7 лет назад
Thank you very much for your guides. They are outstanding! Hopes you will keep making them :)
@davidliddelow5704
@davidliddelow5704 6 лет назад
This looks like its meant to model supply trains. It would be handy if the graphics actually showed this, rather than just showing you the home province and making you calculate the distance yourself.
@BladeMoonFlare
@BladeMoonFlare 7 лет назад
This video makes sense, but imo the fort system itself is convoluted and overly complicated. Thanks for clearing up the return province thing tho, I've never heard of it before today.
@Preedx2
@Preedx2 7 лет назад
Great Video as always! The only thing I didn't know is that sea zone can be return province, because that situation almost never occurs naturally. It explains why Spain was able to bypass my forts when I played Mali, situation in which I assumed that AI was cheating :)
@pocketrocket2106
@pocketrocket2106 7 лет назад
you're simply awesome, Reman
@klaasvaak2575
@klaasvaak2575 4 года назад
3:15 confuses me, why would olonets be a 2? wouldn't it be a 1 since its an neutral right next to the neutral 0?
@nathanaelsallhageriksson1719
@nathanaelsallhageriksson1719 6 лет назад
Holy shit! It actualy makes sence. This has been so helpful
@hans-jorglangguth9233
@hans-jorglangguth9233 7 лет назад
thx for that. this was giving me a headache for quite a while. Cheerz.
@sketch-bag7584
@sketch-bag7584 7 лет назад
This cleared up SO MUCH. Thanks for the explanation!
@The_Milkman_Delivers
@The_Milkman_Delivers 7 лет назад
Liked, Subbed, and I'm contemplating putting your video in my Sig for EU4 boards
@davidgasku
@davidgasku 7 лет назад
Please try to throw some light into the combat system. I've spent several hours in debug mode, with ai off, just 1reg vs 1reg, trying to make sure the formulas are ok. And the information in the wiki seems to be wrong. The formulas work pretty well for casualties (rounding aside), but didn't work for morale.
@shezarr3456
@shezarr3456 7 лет назад
Oh my god! I knew I recognized that song, I've been a longtime listener to iamsleepless (:
@wolfhunter98
@wolfhunter98 6 лет назад
Watched this, institutions, and your trade ones. Very much like how you break it down (With edited help, like the arrows / #s), provide examples, and tips at the end. Only thing was at 5:35 ish, you where referring to reds land, but still in the fort mode. Hard to see where red was if you missed where Olonets was. Maybe add a little red arrow / box next time? Please make more. Some ideas off the top of my head: Navy / Naval combat. Army / Land combat. Exploration / colonies (Maybe added in with Naval / Army?) Leaders (Maybe added in with Naval / Army as well? Or at least respective ones) Diplomacy Culture / religion. (How to form X nation, maybe HRE etc)
@Splax77
@Splax77 7 лет назад
"A unit can always return to the last province it was in previously" - This is not true if you split and/or merge armies while on a fort, you will get blocked by ZOC and be unable to liberate your own occupations from being under siege. This is especially annoying when there are 2 forts next to each other. That's the main thing I wish you covered in this video, how reorganizing armies while on a fort affects the mechanics. Also, understanding how the rules work doesn't make them any less arbitrary. With regards to people saying that you can't move between ZoC provinces, that's how forts were intended to work originally, but they change up the fort rules in pretty much every patch so it's hard to keep track of what is true when. I don't remember exactly when the return province mechanic was implemented (I want to say 1.16 but I'm not certain on that), but it was definitely long after forts were first added in 1.12. With regards to AI cheating, they absolutely do cheat: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-_OJrDvx8C-8.html (Arumba actually used the console in the next video to tag switch over to France and confirm that he would not be able to make the same move). It's possible that when Wiz wrote that post, it was true that the AI doesn't cheat, but that was over a year ago in patch 1.15. The most plausible explanation for this nonsense I've seen is that if the AI has any valid route to a province, it is allowed to ignore ZoC to get to that province, though I don't know if the devs have ever confirmed that.
@zerube7314
@zerube7314 7 лет назад
Nicely done. Very useful information. Thank you.
@samsandel7184
@samsandel7184 7 лет назад
Superb guide! Now I understand the mechanics assaulting large hostile territory is so fun! As long as you have the manpower ;)
@nathanellis7819
@nathanellis7819 4 года назад
guy in 2020 here .... I love you man!
@joshuarosenbaum2410
@joshuarosenbaum2410 6 лет назад
thanks for teaching me what pedagogically means
@comradestrawberry1876
@comradestrawberry1876 5 лет назад
What this video did for me is that before, the fort system makes me rage, now it’s just a sigh.
@Bluemilk92
@Bluemilk92 7 лет назад
I love forts so much, they are tied with development as the best of the relatively recent additions to improve the game. Remember how useless they used to be? You would almost never build high level forts no matter how late in the game you were. Also, remember when you had to carpet siege *every* province! It took FOREVER to occupy France. Plus, you couldn't demand provinces you didn't occupy, which is almost absurd compared to the way things are now.
@sbadkins5482
@sbadkins5482 7 лет назад
An excellent video, detailing an extremely dumb and over complicated system in a way that is actually understandable.
@skellumfh
@skellumfh 7 лет назад
This is great - wish i could upvote it more than once. 1 Question though: With Strait crossings, do the sea tiles count torwards the distance rule or do the linked provinces count as adjacent?
@hakusansaku8800
@hakusansaku8800 7 лет назад
I think Paradox should implement a new mission system for land battles, like with Mare Nostrum for the Navy. Siege enemy forts, hunt enemy units, defend own territory and forts.
@normalabby
@normalabby 7 лет назад
Wow...i slogged my way through the wiki's page on this and somehow missed anything about the distance rule; lots of things make more sense now
@isaotogashi7415
@isaotogashi7415 6 лет назад
Well when fort system came out it WAS that you couldn't move around zones of control. Maybe that's the source of the confusion.
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