I have a few issues of bugs? or needed program fixes.
1. Units should not be able to charge across rivers (I can't if I select the charge button) but the AI does attempt the charges and oftens forces my infantry into squares or even completes the charge. Are these rivers or smaller streams?
Perhaps we need two types of terrain. Rivers which are thick hexsides in dark blue and streams which are light blue and thin. Rivers only crossable by bridges even in winter. Streams crossable at fords or elsewhere with heavy movement penalties (winter = frozen). Rivers show in detailed battles where the province has a river. Streams anywhere.
Then you can program a 'no move/charge' for rivers and severe charge/move penalties for streams.
2. I mentioned in another post that POW's are being liberated when in a city and a unit passes through the area. Even if the city has garrison units. Actually, POW's should not be liberated from a city unless the city is taken by the enemy regardless of friendly units (There is always some presence in a city to guard the POW's in prison even if 'regular units' are not present.)
Let's get rid of POW's. Instead, create the POW unit to move eventually into a friendly city where it is 'transformed' into a "POW manpower value" added to the regular manpower value of the province. (Forced labor). These POW's cannot be liberated unless the countries return to peace whereupon the manpower is transferred back to the originating countries manpower pool. Conversely, you could 'sell' the manpower back for gold or 'kill' the manpower at a SIGNIFICANT glory loss (do unto others......). Leaders should be 'transported' back to the capitol city to await our pleasure....ransom, trade or execute!
3. Leaders are dying WAY TOO MUCH! I lost just about the entire French leadership in three years except for Bernadotte. That clown just won't die! LOL!
I suggest a leader check NOT ALWAYS result in death BUT another random roll of 12.
1-4 would mean a minor wound/incapacitation which removes the leader for the rest of the battle (Fell off his horse, hit in the head by his irritated CO, etc.) and he reappears with the unit at the end of the battle.
5-10 would equate to 1-6 months of game time lost and a small loss of initiative (shot in the arm, leg or torso wounding needing more care and he's not so anxious to get into the thick of it next time) after which he would reappear in the capitol city or delayed if the capitol is currently unowned.
11 means a serious wounding putting them out of the game for 1-3 years and a 50% loss of initiative rating. (Loss of limbs, crippled and would rather direct the fight from the rear......)
12 means, yep took one for the gipper. Head or chest - he's not going to recover and if he does, he'll never wear the uniform again.
I also suggest that some leaders die from old age during the game - is this implemented? After all Kutuzov died shortly after the retreat from Moscow. Perhaps if they get wounded several times they might kick off in later years?
4. While not a bug, I don't think that subsidizing a country should be as effective as it is with larger sums of money. I often see the AI empty its' gold into a single country at 1000-2000 gold. I think a limit of 100 gold per turn is a better long term investment strategy. If others disagree at 100 then I suggest a much reduced effect as the sum increases because people like a little coin but don't like to be 'bought' or have their 'country sold to the carpetbagger.'
The diplomats should be MUCH MORE EFFECTIVE than coin anyway. As it is, it's better to spend your gold on subsidizing a country instead of purchasing diplomats which are most ineffective and mostly nuisance value right now.
5. Which leads to diplomats. They are really not much good right now. I rarely get much effect from them compared to gold. Why ever buy more? I think their effect in certain functions like charm and goodwill should be increased.
6. Can we program so that every battle can be selected as a detailed battle if desired? I hate the quick combat even with small forces. The worst case is when quick battle is the default and then the computer and potentially, me, reinforce and the 'quickie' now has 200,000 men! This happens often with the Turks who field a large force.
Perhaps the option should be posted AFTER reinforcements are selected?
Snake
bugs?
Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.
RE: bugs?
Any cavalry can charge across a river ford... if you look closely at the rivers there are some river sides that contain piles of rocks; these are fords.
Units in garrison do not prevent POW's in a province from being liberated. As mentioned, we are planning to prevent POW liberation on home territory altogether.
Losing all the French commanders except Bernadotte in one battle is pretty severe! But I don't think this is that common.
We are planning to limit the amount you can spend subsidizing countries -- probably to 100 or 200, something in this order of magnitude.
Diplomats are very cost effective at the current levels of charm when their cost is amortized over several years, although the textile cost can be a bit steep.
We originally put the rule of the minimum strength required for detailed battle in place because detailed battles involving only 1-2 divisions per side were kind of silly. But the 1792 scenario can have cases where there are fewer than 30,000 strength on each side and yet each side has 6-7 divisions. So some modification of this rule may be in order. Also the problem with reinforcements that you mention is another reason for reconsidering this rule.
Units in garrison do not prevent POW's in a province from being liberated. As mentioned, we are planning to prevent POW liberation on home territory altogether.
Losing all the French commanders except Bernadotte in one battle is pretty severe! But I don't think this is that common.
We are planning to limit the amount you can spend subsidizing countries -- probably to 100 or 200, something in this order of magnitude.
Diplomats are very cost effective at the current levels of charm when their cost is amortized over several years, although the textile cost can be a bit steep.
We originally put the rule of the minimum strength required for detailed battle in place because detailed battles involving only 1-2 divisions per side were kind of silly. But the 1792 scenario can have cases where there are fewer than 30,000 strength on each side and yet each side has 6-7 divisions. So some modification of this rule may be in order. Also the problem with reinforcements that you mention is another reason for reconsidering this rule.

RE: bugs?
Eric,
thanks for responding but I should have been more clear.
These were not ford hexsides. The AI was charging at NON-FORD hexsides and making me go into square. Actual charge battles did not occur but I still was forced to square and the AI was still charging in this fashion. Perhaps the AI doesn't care if it goes OVER the hexside but only if it can get the Inf next to it to square?
The POW's WERE INSIDE THE CITY WITH THE GARRISONS and cossacks moving through the province were liberating them.
I lost ALL the French leaders in the game in many battles over a 3 year period. The other countries had lost many of theirs too. My comment is it happens WAY too much. Not that many significant personalities were lost in the whole Napoleonic period. The 'kill' routine is too potent. I suggest turning about 90% of 'kills' into wounds.
Snake
thanks for responding but I should have been more clear.
These were not ford hexsides. The AI was charging at NON-FORD hexsides and making me go into square. Actual charge battles did not occur but I still was forced to square and the AI was still charging in this fashion. Perhaps the AI doesn't care if it goes OVER the hexside but only if it can get the Inf next to it to square?
The POW's WERE INSIDE THE CITY WITH THE GARRISONS and cossacks moving through the province were liberating them.
I lost ALL the French leaders in the game in many battles over a 3 year period. The other countries had lost many of theirs too. My comment is it happens WAY too much. Not that many significant personalities were lost in the whole Napoleonic period. The 'kill' routine is too potent. I suggest turning about 90% of 'kills' into wounds.
Snake
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RE: bugs?
Post by Hard Sarge »
I had posted about the Streams and chargeing, and was told there are fords and bridges that can be charged across
I have noticed, that now that I make sure, about the terrain, I don't get the AI chargeing across what I think is a blocked area
again for the POWs, if they are guarded, they will not be freed, unless the guarder loses a battle
troops in a city, with the POWs are not guarders
(I keep an army in the homeland, it guards the POWs, and slowing is built up to strength, once it is up and ready for action, a new Army is built, and the old Guard Army is sent to the front, it works well, and I have been surprised a few times, with a unknown DOW popping up, with a clear shot to my Cap, and no other troops in the area)
I have noticed, that now that I make sure, about the terrain, I don't get the AI chargeing across what I think is a blocked area
again for the POWs, if they are guarded, they will not be freed, unless the guarder loses a battle
troops in a city, with the POWs are not guarders
(I keep an army in the homeland, it guards the POWs, and slowing is built up to strength, once it is up and ready for action, a new Army is built, and the old Guard Army is sent to the front, it works well, and I have been surprised a few times, with a unknown DOW popping up, with a clear shot to my Cap, and no other troops in the area)

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RE: bugs?
Post by Hard Sarge »
one of the last test games I was in, I went over 15 years and didn't lose a Leader
I fight mainly Detailed battles when I Can, and I do use my CAV to clean up the battle field
HARD_Sarge
so, would say, I don't think my results are common, but don't think yours are as common as you may think
I fight mainly Detailed battles when I Can, and I do use my CAV to clean up the battle field
HARD_Sarge
so, would say, I don't think my results are common, but don't think yours are as common as you may think

RE: bugs?
One suggestion I would make on subsidies, any chance of a button to activate a regular payment to a minor, so that every turn $100 (or whatever) is automaticaly dispatched, without having to remember (in the heat of all out attack/defence, one last turn before bed, etc,) to actually allocate the subsidy to a minor. Personaly I think a small regular payment should be more effective than a big once in a blue moon outright bribe... perhaps one off payments should have a chance of causing negative impact, the minor being insulted by the idea of being for sale...
Ian
Ian
RE: bugs?
Possibly. I believe the British in this period were paying a single big annual lump (unless I misread the historical data tables I found on this) to each of their Rhennish allies, FWIW.
COG currently rewards many small payments as payments over a certain value (IIRC, 30) are only half as effective (that is, a payment of 50 is only worth 40, 40=30+(50-30)/2.
COG currently rewards many small payments as payments over a certain value (IIRC, 30) are only half as effective (that is, a payment of 50 is only worth 40, 40=30+(50-30)/2.

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