I seriously hope there's something so that the "meta" doesn't become to snake through a big country so it loses control in 80% of its land.
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I did that more than I probably should in Meiou and TaxesI seriously hope there's something so that the "meta" doesn't become to snake through a big country so it loses control in 80% of its land.
See my post at the first page.There's no reason a stalemate should be impossible, even one where the far southwest remains under a Yuan rump state (given this was one of their last Chinese possessions).
Multiple different AI wars ending in a exclaves isn't the same thing as the AI intentionally creating an exclave by snaking into the AI, which is what I thought this thread is about.Problem was you saying that the AI wouldn't do it
if it can help it
The problem with an absolute ban on creating enclaves is that it prevents a victor from taking ANYTHING useful if the only enemy province bordering it would create an enclave if taken. It should be possible to do so, but expensive enough to make it unappealing as a means of purposely fragmenting a country. The AI could probably be deterred by a higher war score needed to create an enclave, but there's no practical way to prevent the player from doing so without making it impossible to reduce an adjacent threat.Do I need to put "maritime access" in giant capital letters? Do not waste my time with ignorant responses.
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Did you look at the original post, which provided an example of the AI doing (multiple times) exactly the thing you are pretending it doesn't do? The fact that the AI does this is most of the thing I am complaining about.
Yup. I can understand wanting a way to make it harder to snake into the AI, but now we're talking about making it impossible to create excalves. I.E. Serbia taking parts of Northern Greece but leaving Constatinople and Southern Greece, but why should Serbia have any concern for the viability of the state they leave behind after conquering the territory they want?The problem with an absolute ban on creating enclaves is that it prevents a victor from taking ANYTHING useful if the only enemy province bordering it would create an enclave if taken. It should be possible to do so, but expensive enough to make it unappealing as a means of purposely fragmenting a country. The AI could probably be deterred by a higher war score needed to create an enclave, but there's no practical way to prevent the player from doing so without making it impossible to reduce an adjacent threat.
From the perspective of one player that's a reasonable attitude. From the perspective of the designer if you give players the ability to do something stupid/implausible/unfun/annoying but optimal, they will do it constantly and complain about it the entire time.So if the concern is snaking, then just don't do it yourself and the problem is solved.
The peace process might be made so that any demand creating an enclave must define the status of the enclaves created, such as a choice between free passage of control through the lost province for the loser in order to maintain control of the enclave
I guess I just don't care about the complaints of people who have optimized the fun out of a game. ¯\_(ツ)_/¯From the perspective of one player that's a reasonable attitude. From the perspective of the designer if you give players the ability to do something stupid/implausible/unfun/annoying but optimal, they will do it constantly and complain about it the entire time.
I guess I just don't care about the complaints of people who have optimized the fun out of a game. ¯\_(ツ)_/¯
Games are meant to be fun. If they way you are playing the game robs you of your enjoyment, you're the problem. It's different when you have to play in broken ways because the "right" way doesn't work, but this is something 110% in the player control, like early HoI4 1 man horse armies running around after a breakthrough screwing up front lines for the AI. You don't have to play this way if you aren't having fun.
Because all of the above *is* fun for someone. Watching Florry take EU4 to woodshed using utterly insane strats with 0 basis in reality is a good time, but that's now how I liked to play EU4 so I didn't.
Fair enoughThis is ignoring the actual problem. In EU games, once divided China is never reunified, ever, unless by a player. Since China was never permanently divided during the 500 years the game depicts, the historical outcome naturally is a high priority. I'm not opposed to it being possible for China to be permanently divided sometimes, but it should not be the norm.
Bini control of the land around Lagos past the suzerainty of several kingdoms then Oyo, Iranian control of various territories around the Persian Gulf (admittedly both coastal), Yuan holdouts in Outer Mongolia and Yunnan, Timurid control of some cities in Iraq but not others formed exactly the type of border pdx players hate and the Jalayirids were rarely vassals of the Emir or his successorsWhat borders specifically are you thinking of? "A country that is enclosed by another country" does not count.
In general, I don't think you are talking about bordergore at all. You are simply saying "areas of control between premodern states were vague" which does not address the actual discussion at hand.Bini control of the land around Lagos past the suzerainty of several kingdoms then Oyo, Iranian control of various territories around the Persian Gulf (admittedly both coastal), Yuan holdouts in Outer Mongolia and Yunnan, Timurid control of some cities in Iraq but not others formed exactly the type of border pdx players hate and the Jalayirids were rarely vassals of the Emir or his successors
The Triple Alliance had extremely messy borders because state ideology and religion demanded the long-term existence of enemy states to war against. Several Indian empires controlled Gujarat or the Deccan plateau and the roads from the Indogangetic plain to those regions without controlling the territory between them. Kilwa is another obvious example, it and it's subordinate city states controlled their hinterlands and some inland regions of resource production but the lands between weren't possessed by the Sultanate as it was connected by sea
And like others have mentioned the Ottomans more broke the Hungarian state at Mohacs at which point the whole country became a borderland crisscrossed by Austrian and Ottoman lines of control. Convention is what dictates that we split the territory between them but that's for ease of mapmaking
Yes that's true. But it doesn't really solve the issue. The thing I am complaining about is where you (where "you" could be either the AI or a player) occupy a bunch of land, and then only take some of the land you conquered, and the land you don't take automatically reverts to the original owner even if they have no realistic way to control it now. For example, as concerns the image of China in 1436 I shared in the original post, I'm quite certain that the random Yuan exclaves in Ming did not originate from any actual military or political reality, the Ming AI just decided not to take them in the peace deal. The topic of the thread is that I think this should be blocked from happening in some way.I vaguely remember reading someone say, based on all those content creator videos, that you could only take in a peace deal the locations that you had occupied. I didn't actually watch any of those videos so do correct me if I'm wrong.
According to my understanding, there are basically four examples of "long-lasting" stalemates in China where the country was divided, which between them have maybe three obvious causes:See my post at the first page.
Firstly, Stalemate in post-Yuan isn’t impossible, because most things in this world is technically “possible”. The stalemate situation, in late Yuan civil war time, is just very hard.
Secondly, put it in the Late Yuan scenario, what do we have?
North:
South:
- Repetitive plague sweeping Northern China;
- Devastating yellow river flood, flood induced famine;
- Population running from north to south;
- Around 10-20 yrs rebellions and massive killings in central plain China.
- Mongol lords sort of merged with local Han society, but still minority;
So you can see that Southern player in this civil war turmoil had a big advantage. Since major loyalists of Yuan rule were starting their campaigns in the North (location where the empire got stronger control anyway), like Chaghan Temur, his son Koke Temur and his son’s rival Bolad Temür.
- Largely untouched by flood, plague and other natural disasters;
- Food and goods production flourish, because they are largely untouched in wars in a divided Northern China for centuries, only exception is the Mongol invasion, but recovery is fast;
- In the late decades of Yuan, sea based transport was adopted as the main means of transporting taxes and goods the Empire collected around the Country to Khanbaliq (Beijing), which gave rise to a strong coastal China economy;
- Strong tax farmer gentlemen, leading local society;
- Limited loyalists due to distance to Yuan capital;
- Han Confucianism scholars survived from Mongol war;
- Earlier rebels in Anhui and Henan province attracted loyalists attention, acted like a block for southern rebels and warlords.
The result is that, although Northern warlords are more exposed and experienced in war, their economy to support long conflicts just very fragile to sustain. When they ran out their elite soldiers, their army could collapse in a very quick pace. This is unlike in 3k where you got a weaken north but still relatively stronger to south (historically southern China developed very late in time), or during N and S dynasties and post Tang collapse China where you got chaotic north and south due to various factors.
Another thing is that, most of the southern warlords were spin-outs from early Red Turbans, who in no means lack of elite fighting power. And surprisingly, they have also been very hostile to each other. Leading to short-lasting peace deals and swift switching of their sides between loyalists of Yuan and rebels led by Liu Futong and his puppet emperor.
Another thing about late Medieval China is that you got a fertile, well-connected and almost entirely continuous “Central Plains” extending north to Manchuria and south to Fujian province. The economic and cultural drive for unity were strong, and aided by imperial infrastructure and Han-Confucianism characters. This makes all stalemate difficult to sustain. Because the situation in Early Medieval China about the Yangtze River and Qinling Mountain being a natural barrier no longer there. Not mentioning you got gunpowder to speed up siege process.
Yup. I can understand wanting a way to make it harder to snake into the AI, but now we're talking about making it impossible to create excalves. I.E. Serbia taking parts of Northern Greece but leaving Constatinople and Southern Greece, but why should Serbia have any concern for the viability of the state they leave behind after conquering the territory they want?
If I'm understanding you correctly, the issue you have is less about "bifurcating an empire" and more about "deliberately taking exclaves".Yes that's true. But it doesn't really solve the issue. The thing I am complaining about is where you (where "you" could be either the AI or a player) occupy a bunch of land, and then only take some of the land you conquered, and the land you don't take automatically reverts to the original owner even if they have no realistic way to control it now. For example, as concerns the image of China in 1436 I shared in the original post, I'm quite certain that the random Yuan exclaves in Ming did not originate from any actual military or political reality, the Ming AI just decided not to take them in the peace deal. The topic of the thread is that I think this should be blocked from happening in some way.
This is not true. In EU4 (and presumably this game too), the game enforces the inverse of this rule, the territory you take has to be contiguous and accessible. If you select a long "chain" of provinces, and deselect one of the problems at the base of the chain, all of the provinces in the chain are automatically deselected. No-one ever complains about this being "frustrating".If I'm understanding you correctly, the issue you have is less about "bifurcating an empire" and more about "deliberately taking exclaves".
The problem is that this is a hard problem to solve. It's easy enough to require no exclaves of your conquests when building up a peace deal, by simply requiring that whatever you're taking in a peace deal be adjacent to an ocean (if you have ocean access), your own lands, or lands you're already taking in the peace deal. The problem is that with how peace deals work in this game, you can also remove any location from a pending deal. There's no "clean" fix to this (pretty much any solution will create an interface that's frustrating for a player to use).
My suggested solution was that if an occupied province is not annexed in a peace deal, instead of being freely returned to its original owner, it spawns automatically occupied by separatist rebels, therefore forcing the original owner to either retake it by force or lose the province. I don't see any reason why this wouldn't work fine, although it might be tricky to implement via mods.There's also circumstances where you're already starting as an exclave (see: Philadelphia) and there's no guarantee that any peace deal taken will break the exclave circumstance (say, any war not in Anatolia). Even if you do mandate taking everything that you occupy, that doesn't stop you from occupying disconnected land deep in enemy territory (say, late-game where you get the ability to bypass ZoC, or simply having the enemy siege back some of their stuff as to cut you off).
There's a few options. One is that, in the event of any peace deal that results in an exclave (defined as territory with no land or sea path to land that you held prior to the end of the war), simply return all those territories to the enemy but with, like, zero control or something. This is bad primarily because it violates WYSIWYG. No one wants a peace deal where they are told "you will get X" and then don't actually get X. It's bad design. You could release them as a subject instead, but I don't think that really solves your problem in a satisfactory way.
That doesn't really solve the problem with the other example of China I provided. A common situation is something like this.At the end of the day the only "good fix" is to try to make it so that taking such exclaves is something that's easily punished and reacquired. To take your example of China, look at Shun. They can declare war on any of those Ming exclaves and, presuming that the main Ming army is nowhere near those exclaves, have no issues conquering them at all. That, I think, would be the best starting point: make the AI recognize when the territory they're adjacent to is a disconnected exclave of a state for which they otherwise share no border and make the conclusion that they can conquer those lands without penalty or fear of reprisal. Not that there's no guarantee that they can't try to broker for military access (though given the exclave status it's likely that they were just at war with whatever state is now splitting their lands in two, so military access is unlikely) or that they don't have a standing army presence in that exclave, but I think it's certainly worth the gamble.
Not that calculating exclaves is particularly hard. Hell, one of the things we developed for HIP was a game rule to release exclaves every few years. If we could come up with a way to find exclaves in CK2, we can certainly do so in EU5. Then just... identify locations as exclaves of the state that rules them as a sort of periodical check (yearly?). Give increased aggressiveness to states adjacent to exclave locations of a country but not non-exclave territories. And maybe once exclave territories hit zero control, pop 'em off as subjects or outright independent states.
And I REALLY hate that people. It is really annoying to see people trying to change the game because they don't have self control.From the perspective of one player that's a reasonable attitude. From the perspective of the designer if you give players the ability to do something stupid/implausible/unfun/annoying but optimal, they will do it constantly and complain about it the entire time.