Fragamemnon
Member
ghst said:balance remains illusive, as always, but the core design is sound. due to the increased number of situational, pieced-together variables that upgrades and abilities provide - along with the prior mentioned emphasis on micro, the cookie cutter strat based quagmire of indentikit battles is so far just not happening. despite what the small unit pool and linear teching might suggest.
This was actually pretty close to my experience in the beta when playing 3v3, which is what I feel the game was really made for. I still pined for a bit more cat and mouse and macro choices, but not nearly as much as when I played the game in 1v1 due to the team interplay and the effect of the bigger maps and more units on the game.
I'll get around to it at some point. With any luck, with a bit fewer bugs.
but back to civ, how does naval warfare, blockading of trade routes and the like function in EU:III?
Blockading a country you are at war with in EU3 results in the blockaded country experiencing war exhaustion on its civilian population (which is debilitating to conducting a war, let it get too high and you start to have revolts and such) and blockading ports adds to the overall "war score" that accumulates during wars and determines the nature of the eventual peace offering. So sea control can mean the difference between a white peace and some significant war reparations.
willl revisit this later but bisu is playing sc now <3 <3