• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Taelyn

Cynic
82 Badges
Feb 8, 2003
1.381
105
Visit site
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Victoria 2
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis III Complete
I've created a nice empire in 1.12, but rebels remain a problem. Not that they can't be handled, but that if I don't station troops in provinces likely to rebel for years at a time, rebels will spawn, instantly capture the province and create additional separatism in a cycle that never ends. Sometimes, even having troops nearby is not enough, two stacks of rebels spawn and I can't defeat both in the month I have before the province falls.

My suggestion, make it so that rebels cannot siege land within a fort's ZoC. They should immediately move to siege the fort first. You could make it so that all armies work this way - it would lesson the whack-a-mole feeling to conquest and rebels.
 
  • 1
  • 1
Reactions:
Upvote 0
i actualy like how provinces that have no forts ane now more vlunerable, it forces you to either build forts or have armies nearby. I can no longer have my armies at minimum maintenance always when at peace, if i just conquered provinces or there's a period of instablity i have to send my armies to reduce unrest and quikly destroy rebels not just wait until there's a rebelion and then go crush it
 
  • 1
Reactions:
I've created a nice empire in 1.12, but rebels remain a problem. Not that they can't be handled, but that if I don't station troops in provinces likely to rebel for years at a time, rebels will spawn, instantly capture the province and create additional separatism in a cycle that never ends. Sometimes, even having troops nearby is not enough, two stacks of rebels spawn and I can't defeat both in the month I have before the province falls.

My suggestion, make it so that rebels cannot siege land within a fort's ZoC. They should immediately move to siege the fort first. You could make it so that all armies work this way - it would lesson the whack-a-mole feeling to conquest and rebels.

You don't understand how rebels work with the new system. Rebels can siege land quickly in non-fortified provinces, but if that land is within a staffed fort's ZOC, then no modifiers are added when they seize the province. They must sieze a fort to be able to enforce changes/modifiers/etc. Rebels will either seize the province they are in (which is worth nothing if in a ZOC) or stop and gun for the nearby fort.

That is why it is pretty good to have at least lvl 1 fort ZOC spaced evenly around a wide empire that covers every province. An example is my Ming game, where I have around 100 provinces at start, so I have 14 forts spaced around strategically which covers all of those 100 provinces with ZOC.

System works fine as-is. :p
 
  • 1
  • 1
Reactions:
You don't understand how rebels work with the new system. Rebels can siege land quickly in non-fortified provinces, but if that land is within a staffed fort's ZOC, then no modifiers are added when they seize the province. They must sieze a fort to be able to enforce changes/modifiers/etc. Rebels will either seize the province they are in (which is worth nothing if in a ZOC) or stop and gun for the nearby fort.

That is why it is pretty good to have at least lvl 1 fort ZOC spaced evenly around a wide empire that covers every province. An example is my Ming game, where I have around 100 provinces at start, so I have 14 forts spaced around strategically which covers all of those 100 provinces with ZOC.

System works fine as-is. :p

Try playing nations for a change that don't have extremely wealthy provinces and trade. You might understand why people complain about forts when they can't even afford to build a single one, compared to you placing building 14 forts strategically around the map.

The system works fine for wealthy nations and it's not working well for nations with poor provinces and trade.
 
Try playing nations for a change that don't have extremely wealthy provinces and trade. You might understand why people complain about forts when they can't even afford to build a single one, compared to you placing building 14 forts strategically around the map.

The system works fine for wealthy nations and it's not working well for nations with poor provinces and trade.
Lol. Fail.
I used an example and you cry again. You need help in managing your economy. You obviously dont know how to play the game.