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Victoria 3 - Dev Diary #145 - Military Improvements

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Hello Victorians,

I’m Lino, Game Design Lead on Victoria 3 and I welcome you all to another Dev Diary and wish you a happy Thursday!
Today we’re looking at some Military changes that are arriving with the free 1.9 Update, coming to you on June 17, the same day our Mechanics Pack “Charters of Commerce” releases.

Before we begin: As always, any values, texts, designs, graphics etc. are work in progress and are subject to change!

So, obviously warfare has some issues, which we want to address. To repeat what we have stated before: The ambition for 1.9 is not to majorly expand on warfare, but rather to fix the most egregious persistent issues.
The main areas we had identified before embarking on this quest to improve warfare were:
  1. Too many front splits, which results in having to micro too much
  2. Shuffling of units along a front (usually when two fronts merge), leading to them not being defended while the units were travelling
  3. Formations teleporting home when they don’t have a valid route to get there

There are of course other issues, e.g. our user experience and interface could certainly be improved in some areas, supply should matter more etc., but these three are the cause of most of the warfare feedback posts we see on our forums, discord and other social platforms.
We have read through all your posts and decided on addressing the three points above (and more), based on your extensive feedback. First up is addressing frontlines and their splitting.

Frontline generation​

Faced with the problem of having to micro after front-splitting, we sat down to talk about some requirements and possible options.
We knew that it’s impossible to fully avoid front-splitting from happening in general. But that’s okay, that was never our goal. We cared about addressing the resulting issues.
One use-case we really wanted to improve was India. Well, fronts in India. Once the princely states decide they’ve had enough and declare war, we get an insane amount of frontlines generated all across the subcontinent.
This is due to the algorithm of how frontlines are created. It looks at continuous pieces of land that are connected to another continuous piece of land that is owned by your enemy and then spawns a frontline between the two basically.
Well, in the case of India, this will often lead to having 10-15 fronts because the princely states aren’t always located next to each other.

But what if we had a different algorithm? One that resulted in fewer fronts.
Let me introduce our patented “Why not jump?” front generation algorithm:
Instead of requiring fronts to be along a continuous piece of land, we are now telling it to jump for some distance if it would reach another front which it can merge with.
In the current version we have internally, we are looking at covering one state region of a gap. We will be experimenting with a version that instead looks at a specified distance in pixels to cover some of the weirder edge-cases where a state is either very small or very large.

We are quite happy with the results when you apply it to actual use-cases, for example the case of the Indian revolt that I mentioned earlier.

No longer will we have to endure 13 fronts
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Now it’s just two instead
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This is the biggest visible improvement we have done for this Warfare improvement cycle, but we have a lot more to cover. Next up is the shuffling of army positions.

Front camps​

So, we’ve probably all seen armies march to the other end of a front they were assigned to, seemingly just because they felt like it.
Well, in reality this is because armies are assigned to front camps, specific positions along a front to spread them out.
When two fronts merged or a front split, we would re-evaluate the front camps and the armies in them were assigned a new valid front camp. That could mean their new camp was on the other end of the front, meaning they’d pack up their things and start marching.
So we have taken a look at this algorithm as well and made some seemingly small changes which should result in a much smoother gameplay experience though.
We now make it so that as long as an army is positioned in a front camp, which is still valid after a front change, they stay there. The armies were spread out evenly before, so the same distribution should make sense after a split/merge too. This can still lead to armies starting to move, e.g. because it was their front camp that was invalidated (because it’s no longer part of the front for example), but that is a logical reason to move.
It’s hard to showcase this behaviour change in images, but internal test results have been positive about this and we hope you’ll feel the same. There’s much less unintentional shuffling of armies along a front which was the main point of this change.

Next up is another big frustration point.

Teleporting Armies​

“Beam me up Scotty!” General Wolseley exclaimed when he found himself unable to attach to a front in India. And sure enough, two minutes later he was drinking tea with the Queen in Buckingham Palace.
At least that is how it sometimes worked out in our game. Until now!

The issue of teleporting armies comes to be when there’s no valid front available for a formation to go to. This can happen for example when a formation is isolated by neutral territory or the front they were moving towards being pushed into unavailable space.
We’ve always had some fallbacks for missing spline connections for example, which allowed armies to simply march through terrain though there wasn’t really a path defined.
And teleportation was our fallback solution for the worse cases.
But now we are refining this particular one into more of an actual feature, which should make it possible for armies to not teleport home again. What we’re doing is to take a lesson from our other titles and implement an exiled army status.
Once an army finds itself in a situation where they would have previously beamed home, now they’ll enter exiled status and have to walk (or ship) home.

Exiled armies have a few special rules:
  • They can march through neutral and enemy territory
  • They are not able to attach themselves to a front, they need to regroup in a friendly HQ first. They will automatically target the nearest HQ (ignoring landlocked HQs unless it’s their home HQ) and go there.
  • They suffer from attrition as if they were present at a front (more attrition in enemy territory than in neutral)
  • Their organization value will drift towards 0 over time

Once an exiled army reaches their target HQ, they lose the exiled status and act like a regular formation again.

As this feature is still in development, I can’t show you too much yet, but here’s a teaser for the icon which will be used across all interface screens to visualize the exiled state
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That’s the big three out of the way, but I have more to show today.
Since I just mentioned the army organization value, I think this would be a good time to briefly mention some changes on that front (ha!) before coming back to juicier additions.

Organization, Supply and Morale​

Right now, organization is a value whose limit is determined by the commanders in the formation and used by your units. If there are sufficient commanders, it always is at the maximum value and if there suddenly isn’t (because an unfortunate accident happened), well then the organization will drop immediately to the new target value, leaving the army shattered.

What we’re doing now instead is making organization a drifting value, meaning that when an important commander dies, the target is set to say 40 but it will take a while to go down from 100. Enough time for you to hire or promote a new general in their place.

Organization drifting from 100 towards 0 at a rate of 5 per day because the army is exiled (and has too many special units)
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Negative effects from low organization also scale a bit differently now. When you have full organization, you suffer no consequences of course. If you go down to 0 you’ll suffer 100% of the penalties. Previously this was set to 25, but it’s working better with 0 and the drifting value.
Another small change we’re doing alongside this is that we’re adding a base command limit of 10. That means that small formations (max 10 units) do not require a commander to have full organization anymore.

Lean, mean killer machine
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With regards to supply, we are making some small, but impactful changes too.
Previously supply impacted morale, instead it now affects it via organization. It does so by multiplying the organization target. So if the organization target of a formation is currently 100, but the formation’s supply is only at 50%, the organization target will be set to 50 instead.
This gives supply a lot more teeth than the previously rather harmless effects.


Here we can see the impact of a small supply penalty
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Alright, so much for our little tour around these values.
Let’s get back to some meaty stuff again that I’m sure will excite many people.

Military Access​

Military Access has been on our wishlist for a long time. It has proven tricky in our military system to define what exactly it actually means and how we can make it work in a way that makes sense for us.
I don’t think I need to explain that much why having a military access system in the game is a good idea, but let’s just say it should allow a lot more countries to conduct war without a naval invasion.
The way this is set up is via a diplomatic pact that two countries establish. It’s one-sided, so for example Belgium could grant military access to Prussia without being granted the same. Additionally, having an alliance with another country will inherently also provide military access.
Note that the example of Prussia marching through Belgium is incidental and not a reference to any particular historical conflict which involved German soldiers marching through Belgium.

Small relevant spoiler for our next Dev Diary :eek:
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What I should explain though is how Prussia can actually make use of the military access rights they just secured.
Let’s imagine we play as Prussia and find ourselves at war with France (silly example I know). Now we’d like to open a second front with them using a route through neutral Belgium’s territory into Champage to get to Paris.
Well, with the press of a few buttons, we’re able to do so.

Incorrectly found in the Navy tab currently. This will be adjusted before release.
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Once you press the plan invasion button, you’ll see an interface you may know from Naval Invasions already, which shows all potential invasion targets, via the sea, but also via land.

Note the extra options for states Champagne and Lorraine which are accessible through the military access to Belgium.
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When we select Champagne, we see the panel where you select your armies. Once selected, they’ll prepare for a while.

While the 2. Armee defends, the 1. Armee shall advance through Belgium!
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These invasions via land will work almost like naval invasions, minus the boats. While preparations are ongoing, a new front is already spawned at the point of invasion so that the defender also has the time to react and send forces to defend. Once prepared, the Prussian attackers will be able to start advancing the new front.

Again, the invasion icon will be fixed before release
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France on the other hand will only be able to defend this front and cannot push into Belgium. The conditions to see this front disappear are the same as for naval invasions, so after 3 failed attempts, the front disappears and the attackers return to their HQ.

But what if France wants to fight back and take the fight into Prussia? Well, they can also open a second front via Belgium. When any country uses their military access via a neutral country to invade another country, their enemies will also gain military access to the neutral country.
So keep that in mind when you go around securing these rights.

Next up, some interface improvements we’re doing.

UI Improvements​

We have done a number of changes to the UI surrounding military and warfare which I’d like to present to you in this section.

First up, we now use the more compact Mobilization window layout for formations by default. Previously the long list was very ineffective for how much space it was using and required a lot of scrolling.

Lots of small buttons, making better use of the space
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We have updated the formation tooltip. It now shows which units are in said formation. Additionally we now expose Offense and Defense stats of units in fitting places.

Updated formation tooltip, including its units and offense/defense value in them
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Default unit selection
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Also, the cost of war needed to be highlighted a bit more as it’s a pretty important number.
So in the Military tab, you’ll find a summary of your Military expenses now.

“4.56K for Iron bars?! Who approved this?”
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Another change we’re doing is to stack all allied/enemy formation markers that are on the same front. This drastically reduces the amount of clutter you see on screen when you’re at war. Your own formations are not affected by this. Hovering over the stack allows you to still see the individual groups that are summed up in it.

Before: Chaos!
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After: So fresh, so clean
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Showing what’s in a stack
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Alright, I have one last feature outlook I want to mention today.
This feature is still very actively in development, but we want to let you know that we are currently working on implementing the possibility to edit mobilization options for your formations in bulk.
This will work by multi selecting any formations you want this to apply to and then have a central editing process which will apply the mobilization options to all selected formations.

Here’s a little outlook (all very much WIP), you can see 3 armies selected, the blue and yellow lines indicating that at least one army has selected the option
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Closing thoughts​

We are very happy with this set of improvements which ended up a bit bigger than originally expected and we look forward to hearing your feedback once you get your hands on it.
I can’t stress enough that this is not marking the end of military improvements. We will continue addressing issues that aren’t up to par in free updates as we have always done.
We also would like to come back to the naval improvements we have previously teased, but these changes are much larger in scope so we can’t tell you exactly when they are coming at this point.

Also, before I leave you, here's an outlook of further Dev Diaries up until release of the 1.9 Update and Charters of Commerce, which releases June 17th:
  • May 1st: Diplomatic Treaties
  • May 15th: Company Charters
  • May 29th: Prestige Goods
  • June 5th: Other changes
  • June 12th: Changelog

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We will be back with Alex who will walk you through the very exciting Diplomatic Treaties feature in the next Dev Diary on the 1st of May.
Have a good day and see you in the comment section!
 
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Blockades will absolutely be able to affect supply lines. We are also looking into increasing the overall supply use of armies deployed overseas (based on sea node distance) to make it harder to logistically support huge deployments far away.
While this is wonderful news, still, this is somewhat worrying.

Basically, you remove the arbitrary and ahistorical way for Britain to win Opium Wars that has been in use in 1.0-1.8. This way was “just send the redcoats to occupy the Forbidden City”, and it wasn’t at all logistically reasonable or perhaps even possible in the first half of the 19th century.

But will you add the historical way to enforce Qing capitulation, that is to strangle coastal trade and occupy/destroy coastal forts with naval and limited marine action?
With how wargoals have always worked, Qing would just never surrender. And while the ability to send tens of thousands of troops overseas certainly wasn’t good, it filled the gap. What will now?
 
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This would mean that for example any force you are naval invading with would be 100% wiped out if beaten back after taking a state, which I don't think would be great. In general you'd get a lot of army wipes where previously you had army teleportations. I don't think this is too realistic either - there are plenty of historical cases of armies stuck in enemy territory who were able to make their way home.
There are also plenty of historical cases of a crushing defeat because an army found itself encircled or besieged, unable to bring its full size to bear in a field battle, and was effectively destroyed as a functioning army due to being unable to escape. Most notably the French disaster at Sedan that utterly decided the rest of the Franco-Prussian war. I understand such a mechanic won't be coming in 1.9, but maintain the opinion that the warfare mechanics can't be considered "complete" until they're able to simulate the disintegration of trapped or besieged armies.
 
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Yes, they get the option to navally invade or through Belgium.
If you send a fleet along the army you selected, it will be a naval invasion. If you don't, they'll use the land route.
This means that regardless of how much your French navy outnumbers the American one, they will still be able to march on Champagne as if they’re entering Virginia, right?
Can’t say I like this “providing military access without being a participant” thing, sounds undercooked.
 
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I think there may be a weird interaction due to allowing military access rights both ways in a war. If you as Prussia start an invasion of France via Belgium, what is to stop France from simultaneously starting an invasion of Rhineland? Essentially the two invading armies will harmlessly pass through eachother in Belgium and them possibly both succeed in their invasion.
 
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So does the new military access system remove the old system where overlords could call in all their military exempt vassals after the war started?
 
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First of all: Great changes, looking forward to it!

But I got a question, while reading:

With the new Front-Merging, if Prussia would invade through Belgium into a French state, and open up a new bridgehead, both Fronts should get merged, right?
So then, what would be the advantage of it in this situation? Does Frontline-length impact anything of the warfare?
Because right now, we would only have a slightly longer frontline and one additionally occupied state, not much more. So to confuse the enemy, we'd probably have to invade somewhere up north in Pas-de-Calais to achieve a bigger impact, I guess.

Or do you have any special idea for that in development already? Just curious, I am very fond of the new changes and are looking forward to them!


PS: To reduce rage, mobilized armies in an HQ should be automatically assigned to a land-invasion in its strategic area too, just like with naval invasions, and not have to be specifically sent to the opening frontline, my idea :)
 
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I'll take whatever mliitary fixes we can get but I really hope you guys eventually take a step back and just tear down everything military related in this game and rebuild it. It's worse than just buggy, it's not fun.
 
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Sadly more bandaids on a system to broken to fix. Still hope there will be a full revision. Sadly it wont be in the way the majority of players would want. I dont see the value in putting more effort into this. Noone would be mad if you just admitt its gonna be totally reworked and not invest more into this. I know the yesman here will always praise every change but to this day everywhere outside of pdx moderated space aka steam, sociel media etc the overwelming demand is to implement a propper system. You can do a dum dum system for all those who enjoy the current. Talk to Tinto how their automated ai movement works and give us our unit stacks back. You could double your player count just by announcing this change.
 
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I like how y'all have taken a creative approach to make Military Access fit with this game's unique military system; expanding the invasion system to include Land Invasions was a clever solution
 
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Does Belgian territory get devastated when two powers clash via the new invasion mechanic? What is the effect on the Belgian player if Germany and France use its territory to fight each other?
 
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I love all the changes that you make, it will make the war better. Will you consider to make your vasalls or allys don't attack with your troops when you are in a defence stand because that can really make you lose a war
 
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In the event an army is encircled why not provide the player an event to chose between two options; 'surrender' which allows the army to move through enemy army at the cost of radicals, or 'fight to the death' where the army will be wiped out if defeated.
 
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As we state in the Dev Diary, granting one country military access will also grant their opponents military access.
Sorry just curious about whether this situation would occur:
  • Prussia declares on France
  • Belgium grants Prussia military access
  • Prussia prepares an invasion of France through Belgium
  • France also prepares an invasion of western Prussia, also through Belgium (as they now also have access)
  • There are now two extra fronts, both of which have third country in the middle, in which no war is being fought
That scenario seems kind of silly, especially in the Belgium situation where there is a relatively thin stretch of land connecting Belgium to Prussia: are we expecting that the two armies are simply passing each other on their way to their respective fronts, peacefully enjoying a Belgian ale on the way?

Or, is it first-come, first-serve on the use of a third-country to plan an invasion? I.e. if Prussia invades first, France can't invade until after they've defended the Prussian invasion, at which point Prussia is on some sort of cool-down?
 
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France on the other hand will only be able to defend this front and cannot push into Belgium. The conditions to see this front disappear are the same as for naval invasions, so after 3 failed attempts, the front disappears and the attackers return to their HQ.​

But what if France wants to fight back and take the fight into Prussia? Well, they can also open a second front via Belgium. When any country uses their military access via a neutral country to invade another country, their enemies will also gain military access to the neutral country.
So keep that in mind when you go around securing these rights.

This seems a bit strange to me. Wouldn't it be more reasonable for France to have an option (after, say, demanding that Belgium ends the military access to Prussia) to declare war on Belgium and then push through Belgium? Why is Belgium able to play both sides here, why are the French and Prussian troops marching through Belgium not fighting each other?

Why didn't Belgium in WW1 just give both the French and Germans military access if they could have this mutually beneficial arrangement instead of facing an occupation?

I just want things to work in a sensible way here. It makes sense that Prussia wants military access from Belgium to attack France across a wider front/avoid fortifications or something (I don't actually know what the in-game benefits of attacking France through Belgium vs attacking France through actual Prussia would be other than confusing the AI?), and it makes some sense that maybe a Belgian government would allow this if they were feeling particularly pro-German, but the French government should be furious. Relations should crash between France and Belgium, rivalries should form, and if they get the chance they should be attempting to invade Belgium and the rest of the world should be saying that Belgium got what it deserved for violating its neutrality (no guarantees on Belgium should apply).
 
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A good chunk of why split fronts is so frustrating is how quickly wrapped up "undefended" fronts can be and much of the current "meta" revolves around creating fronts the AI won't put an army on. While what im seeing here makes troops less likely to leave fronts undefended it doesnt solve the issue of if you create a front an army doesn't have access to right away you can steam roll and wrap up the entire theatre with no casualties.

Would you consider fronts being able to draw on any troops in an HQ whether they're stationed, in movement, on other fronts for defense in a diminished state (limited combat with and defense/org penalties due to being "unprepared") to model armies being dispersed within a territory rather than only existing when they're camped on a front.

In other words: If there's sizable forces in an HQ that aren't all tied up in battles, fronts without armies attached to them will be green ~90s instead of grey 0s for attackers.

That way if for whatever edge cases remain where fronts could be left empty, if there's armies worth speaking of in the area, you won't be able to just "walk in" but will have to put down some token resistance which will take time to allow the player/ai to actually get armies to respond. After all we already have this behavior regards to stationed armies defending against naval invasions.

Because you guys can do everything to make undefended split fronts very rare, but the first time one DOES pop up without my notice without time to respond and I lose territory as a result, I'll still feel as frustrated with this system as before the improvements as "Open fronts leading to random 1870 blitzkriegs even when I have armies in the area" is what bothered me moreso that there could be multiple frontline i need to address in the first place.
 
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>They can march through neutral and enemy territory

Why do they gain the ability to march through enemy territory when they got to the point that they have to become exiled by the action of the enemy force? What should happen is that they should be erased from existence in that instance(flavor could be either killed or turned into PoW) like in HoI4 encirclement, just getting some extra attrition while marching through a territory of a state that is actively trying to kill you seems silly.
I think it could work if attrition is significantly high and there's a huge organization and supply penalty-- representing a defeated force dispersing and trying to make it back to their lines. High enough attrition would render a surrounded force practically useless and basically a paper army with very little manpower anyway.

If possible, maybe also pause manpower recovery?
 
I am dissapointed and also worried, here is why:

Dissapointed, because these changes, at least as I have read them, don't seem that significant.

"There’s much less unintentional shuffling of armies along a front". So it is still there, together with the front split it just now apaprantly less terrible...
The organization impact is an ok one.
The army teleportation: better than what we had, but still not the best, an encircled army (exemple, germany and turkey sourrounding austria, and that army is retreating from bohemia to italy, happened a lot with me), so that army will still will walk out of the circle while the enemy just sits there and watches. The armies not being really tangible, and too abstract is still there. At least they get an attrition...

And finally, the Military access..... This is the most underwhelming. It's basically a naval invasion on land, there is really not much to say.

This is the dissapointing part, but what's more important, is the worry part:
We didn't see at the end "of course these changes are jsut temporary measures, as in the future we are working on a large military overhaul", no we get a "We will continue addressing issues..." dear Paradox, we don't have a situation where we have a smooth, working military system, with few issues, but rather a disfunctional system, that demands an overhaul.

And the fact that it is not implied that big changes are coming, makes me to belive that Paradox either dosen't want, or what's worse, CAN NOT strech it further, and has reached the limits of what can be changed in this system.

Not gonna lie, I was hoipefull about the next patch and a patch after that, but after this DD, I don't think it's the case, wanted to buy the mechanics pack too, but I don't know if I will, unless a major overhaul to the army and navy is coming.

Another thing, you are saying "that's the feedback we got from our forums, and discord.." I can assure that, there are way more things to say about the military, but you are getting this feedback, because you have purged your forums, in my opinion. I agree there was a lot of toxicity, but there were also many valid and moderated opinions, that are jsut no longer there. I am on those forums currently, and I see what's happening there. It's a 80% complience and downplaying of the fact, that this game is suffering from a severe lack of polished, deep and well working mechanics, in war particularly, but in other areas aswell.

Now, the trade update does look good, but the elephant in the room is still not adressed, and from the closing words it dosen't look like that it will be. I hope I am wrong.

I guess we have to wait for Gilded Destiny...
 
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