[quote who="lwarmonger" reply="22" id="1933696"]If I recall, in EU: Rome (and I think EU3: In Nomine as well) they added rules to prevent the common problem of a continually running stack. If an army twice its size routed it in less than five days (and armies can't retreat voluntarily for the first five days) then the smaller army would be destroyed. That was to prevent having to detach a large army to continiously chase down those annoying 1-2K armies that just refused to die.<br
Martimus
Are you going to hire some good writers for the main story. The GalCiv2 story had a good basis, but it ended up being pretty poorly written in practice. I think you should get some professional writers to help spruce things up, so they are a little more 'readable', and flow better with the actual gameplay this time around. Just my two-cents. I don't mean to be insulting at all, I just don't think that story writing is your strongsuit.
I'll have to check the trailer when I get home.
[quote who="McCracken76" reply="7" id="1933581"] Quoting Asharak, reply 2 I'm unclear if this is already your intent but I'd like to petition that you don't "hide" those extra factors too deeply. If the main city screen says "9 turns" to build a unit, a tooltip or other second-level screen should make the various components of that time visible so that I can consider taking any action to improve the situation (e.g., changing a caravan route or researching a t
Europa Universalis was a game where Morale was huge for your armies. You could outnumber the enemy 2 to 1, and still get routed, because they would break up and 2/3 of your troops would run away when they were attacked. It also made it difficult to completely destroy an enemy, because they would continuously retreat whenever they were losing the battle.