An empty corps will be automatically destroyed if it either (a) moves into an enemy province or (b) gets attacked by an enemy division.ORIGINAL: Tigleth Pilisar
1) I built a corps and ordered it to move two provinces away to where my armies were. Next turn it was gone! Figured out that if you build a corps, you better get someone in it fast or it is gone and you just wasted your build!!!
In v1.1, corps obey reinforceto commands fromt he city, which can easily led to their death - in v1.2 they dont anymore, thank goodness.
That an interesting idea for a UI change - will bear it in mind.2) I've kind of lost interest in the economics side of the game, as I've played. It seems more interesting to move the armies and fight. I think I'm missing out though. It just seems too time consuming to move through all the provinces and trial and error see where you might have more resources. Economically I do think it is important to "build for a goal".
One thing which would help is saving the frozen labour allocation sliders on each province. What I mean is that when you first review a province, you might determine that this province should not produce wood, or that it should produce textiles for example. When you right click, you freeze the production such that if you move other sliders it doesn't affect the one you set. However, if you change the province, the red square around the labour allocation you made moves to the next province!? Wierd. Why doesn't this lock stay associated with the original province? That way it would be easier to cycle through my provinces and see maybe the handful of provinces that I have not locked say agriculture and am willing to change it. Plus it is frusterating that when I decrease, say textiles, that labour piles into say iron which the province is pitiful at. If iron was locked out, that wouldn't happen - but I'd only want to lock it out once, not every time I clicked on the province.
This is a pain in v1.1 and gets a little better in v1.2. Learn to live with it.3) I guess I think it is kind of strange that my population steals textiles. (In order to get morale and glory). What if I want to build a diplomat or something that takes lots of textiles? My population happily consumes to excess, but I want to build inventory.
This is an idea that has come up before, but we are unable to find any historical references to real bulk trading, and so the designer (Eric) isn't convinced it should be added as a feature. Personally, I think you should be able to have a clause in a treaty for once off bulk transfers - that way you could "trade" access for a load of iron, for example. Its on my list of desired features for the third patch - we'll see what Eric decides when we get there. [The third patch will be quite feature rich.]4) I've found that I end up building up inventory of certain resources like iron or wood. I wish I could trade my inventory for things I need and not just production.
This is confusing in the game in v1.1 - we are trying to make what happens more obvious in v1.2.5) I'm unsure about the wool/cotton/textile connection. I think I read that wool and cotton is converted to textiles at a population x trade labour / 50 rate. What is trade labour? Does that mean your production of wool & cotton? Or how much is on the labour slider is your trade labour? Do you need an equal amount of wool and cotton, or are they the same thing? I think wool and cotton inventory was building up for me. How is that possible if it is supposed to be converted to textiles.
Workers set to textiles are what it means by "trade labour" - go figure. Basically, everything is produced based on an intrinsic rate for the province, but textiles require that there are cotton and wool available, which get consumed from either this turns production or the stockpile by the creation of the textiles. Each worker trying to make textiles can work on 2 wool and 1 cotton simultaneously, so you are best off to have both in your stockpile.
In v1.1, too much of some resources is being produced, and too little consumed, so most players end up with huge stockpiles of wool (and some of cotton too). This is rebalenced in v1.2 to have the availabilty of the raw materials more of a constraint.
Yep - just plonk em somewhere, and they do their thing. They do siphon off some of the trade from merchants, although they dont actually initiate battle against them. (They even hurt your own merchants!)6) Privateers - not sure how to use them. Just sit them in the water somewhere there is a trade route? They can't attack merchants can they?
When any country surrenders, it takes a glory hit, gets treaty conditions applied to it, and its NML changes (may go up if it was very negative). Existing treaties are unaffected.7) Surrender. I haven't played a whole game but other nations have surrendered and had to give up stuff. Are they back in the game then? Fully operational except for the treaty terms? How are existing treaties with a country that surrendered affected?