First: Pay attention to the battle zone that shows up in the preview, as that tells you what's going to be in the battle at the start.
Second: All battles with reinforcements activated allow both players to build a unit from their base and send the unit into battle once that unit reaches the battle's borders, essentially prolonging the battle with fresh units.
Third: In the later eras, be sure to assume everyone has the reinforcement technology researched, as that allows the attacker to be able to make units outside of the battle be allowed to spend a turn getting into the battlefield, provided they are close enough.
I'm not sure if the tutorial tells you this, but I swear it did in the Lucy opendev.
It wasn't just that like ... the mongols spread out and just ... like there's an area for reinforcements but not a unit cap so it's ... it shouldn't be, but it is confusing. And like how many different sides units come from.
Actually had a war vs Huns being Mongol myself. While I used 2 stacks of 4 units, they rarely used 2 units in one stack. I suppose that's a tactic? Once they initated a battle with 1 unit to gain the upper hand of first move (I generously agree to fight vs 1 unit with 8 of mine) and during that single move AI summoned to the battle like 5 more hunnic horse archers.
There was another problem of that massive spread out. Chasing down of those 1-unit army is a pain. And sometimes trait RETREAT wasn't working properly. They were able to retreat twice in a row.
I recall huge problems with always retreating AI in endless space 1. I hope they will fix it like thay did it in ES2
Isn't it kinda the point, that reinforcements are supposed to be a surprise unless you scout out the enemy and thus gain valuable knowledge of their composition?
Actually had a war vs Huns being Mongol myself. While I used 2 stacks of 4 units, they rarely used 2 units in one stack. I suppose that's a tactic? Once they initated a battle with 1 unit to gain the upper hand of first move (I generously agree to fight vs 1 unit with 8 of mine) and during that single move AI summoned to the battle like 5 more hunnic horse archers.
I do think it was a mistake to allow reinforcements to act on the first turn of combat just like any other unit. It really devalues the army size bonuses if you could spread out your troops and it's actually more tactically viable to do so anyway.
Actually had a war vs Huns being Mongol myself. While I used 2 stacks of 4 units, they rarely used 2 units in one stack. I suppose that's a tactic? Once they initated a battle with 1 unit to gain the upper hand of first move (I generously agree to fight vs 1 unit with 8 of mine) and during that single move AI summoned to the battle like 5 more hunnic horse archers.
I do think it was a mistake to allow reinforcements to act on the first turn of combat just like any other unit. It really devalues the army size bonuses if you could spread out your troops and it's actually more tactically viable to do so anyway.
Yes, that seems like a big oversight. It really nerfs Rome and would seem to encourage carpet of doom behaviour.
Reinforcements are a double edged sword. The attacker can completely disable any reinforcements and pick your units off one at a time. So it's balanced in my book. After all you decide when to attack.
It's also a matter of strategy on the map. I like it they way it is right now, it brings depth.
I must be missing the research. I never noticed there was a tech required for reinforcements. (In Endless Legend they were either default from the beginning or by the time I had two troops I always had it.) That would explain why I keep failing to have reinforcements.
PS: What technology allows reinforcements? I'm not seeing anything obvious listing that as a perk in my tech tree.
The technology after masonry with the two dudes doing military training. There should be an X of swords symbol on that technology card, that when hovered over, reveals a tooltip that says that allows reinforcements to be a thing.
I did notice one issue of reinforcements having to be researched (Which I still believe should stay the same, it's very engaging to grow from disorganized warfare that requires more thought and reinforcements which make fights bigger) Is that sieging an enemy city who doesn't have Organized Warfare cannot break the siege and must fight with the peasant forces inside. This means rushing very early on before anyone gets this tech, even before you the rusher get it, allows you to potentially easily dispatch a city within the first 20~ turns.
Yeah I've noticed that for three games in a row I forgo calendar which is pretty essential to early economy (especially on the Egyptians, haha) to research down the military tree to that tech.
So it looks like the reinforcement confusion happened because of the following. During an initial engagement with the Mongols you can end up almost surrounded. But I think on closer examination of my own uses of reinforcement it does seem like you're only supposed to be have one tile of reinforcement. Maybe there is a bit of a bug with the carpet of units but I think it was just that I couldn't really be sure amongst such a carpet of initial opponents where the reinforcements were coming from.
I got wiped out a few times due to this and started over. Generally combat mechanics seems pretty confusing/unclear until you get the hang of it.
First time I didn't know about reinforcements and was suddenly flanked. Fair enough.
Second time, I saw a unit icon on a empty tile and thought it was a bug, or where a unit was positioned outside of combat. I had a unit there cause it was a good position to hold. I moved the unit without knowing that the icon meant it was a reinforcement tile.
Third time I blocked the reinforcement tile, but was flanked by a unit walking across impassable terrain twice. I later found out that it could do that because it was inside a city(Areas need to be more clear in combat I feel) My unit died, and suddenly there were enemies all over the territory, not just the tile.
Really not a good experience for a new player. Too much time wasted by unclear mechanics. I'm still not sure how it actually works.
Does this make auto resolve the best option, to prevent reinforcements and instead pick off enemies in smaller groups?
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