I LOVE IT!
To everyone who criticizes any of the "random, player gets decreased agency" dynamics: go soak your head. Strategy games have been giving players too much agency for decades and it always ends the same way, once a user has had enough time to figure out the system: paint spill simulator. Not saying the current system in FOG:E is absolutely perfect, but it is just about the best I've seen.
One thing though that I do take issue with, is the fact that military mustering is obligatorily "pooled" at the provincial level. This is awkward, inconsistent, ahistorical and produces incongruities. It is also poorly documented in the manual.
My Situation: 290BC, Upper and Lower Italia formed, provinical capitals Latium and Campania. Luckily I had no additional "training bonus" Military buildings in any Upper Italy regions, but the several lower regions do have, most notably Apulia which has both a Mercenary auction a training ground and the shipyard which allows production of Heavy Warships.
I build a Heavy Warship, not quite sure where it will muster, but sort of expecting it to muster in the provincial capital. Nope: Apulia. So now this raises many questions.
1. How should I distribute my "training bonus" Military buildings in the Lower Italy province?
2. Should I have some in both Campania and Apulia?
3. Is it in fact NOT the case (as some guides indicate, and on which the manual does not elaborate) that "training bonuses" in regions outside the provincial capital no longer contribute to bonuses once the province is formed? (This in my opinion would be the advisable route, but I don't know how badly it might harm game balance: pool training effects from all regions in a province into which ever locale they are produced at).
Ideally I think that all buildings should ALWAYS have meaning, and while having training facilities in regions outside the provincial capital might be inadvisable for other reasons, I do not think they should be "worthless" form a "training bonus" standpoint.
Ideally, player should be able to specify where units will muster. Would seem to be a pretty simple thing to change in source code and require adding a line or two in the UI. Maybe two days work for a programmer and an artist/graphics person? Also a very simple changes which seems unlikely to lead to much in the way of bugs; just leave computer opponent functionality as it is --> all units spawn where they currently do.
After playing for a few days now and loving it, this was the first 'complaint' I had so I thought I'd pop in to express my great appreciation for the game(s) and also to ask my questions.
It is extremely gratifying to see that exceptional strategy games live on, long past the slow decline of the Civilization empire! Sid Meiers would be proud!
