Bugs, Issues and nobody talks about it?!
Posted: Wed Jun 12, 2024 8:51 am
Up to this point I have almost 100 hours in Kingdoms, 250+ hours in Empires and about 100 hours in FoGII.
From the first hour I have come across a number of bugs that are really obvious for anyone playing the game, some even made it over from Empires (so I doubt they will ever get fixed), but I seem to be the only one affected by them?
Empires became unplayable for me after the anti-blobbing changes (while many glaring issues remained). I consider Kingdoms at this point barely playable ...
From the first hour I have come across a number of bugs that are really obvious for anyone playing the game, some even made it over from Empires (so I doubt they will ever get fixed), but I seem to be the only one affected by them?
Empires became unplayable for me after the anti-blobbing changes (while many glaring issues remained). I consider Kingdoms at this point barely playable ...
- Claims do not give authority in many cases (acquisition through diplomacy, annexing a vassal, liberating a region owned by a vassal that was conquered by an enemy during an ongoing war)
- Strange behavior of conquered and liberated regions (liberated regions don't go to the original owner, liberated regions can be "traded" away without peace, regions owned by a third party and conquered by an enemy loose their ownership flags when sieged by the player). This becomes even funnier, when one of your vassals liberates the capital of another one of your vassals, as you cannot even negotiate or resolve this problem.
- Conquered regions count toward demesne before peace (yes, its a bug, as they can't be targeted by decisions and can't form provinces). Tell that to Gustav II Adolph or William the Conqueror. Also causes problems with player agency when you start as Scotland and have to do something about the Byzantine Empire legacy gain.
- Defeated AI armies disappear. This makes wars ridiculously easy. I also consider it a long standing bug that battles are decided by the number of defeated units.
- Having war declared on the player raises the "to much in diplomacy" penalty. I also consider this whole concept of "too much diplomacy" an issue.
- Just like in Empires, income starts to oscillate (from +1000 to -1000 and back in a few turns with no pattern or explanation). In Empires it was due to the anti-blobbing formula that calculated the attrition cost based on income/cash. I hope that court expenses is not a left over from that formula. It may be related to going over "max" demesne.
- Having everyone and their mother place claims on your land can authority bankrupt a nation. In my HRE game, Norway put a claim on Prague and Skane had a claim on Milan! Having good relations does not prevent claims from being placed. The AI seems to suffer less from this. (in my HRE game, France has apparently no -authority from this, while in my France game with -2 authority, HRE does not seem to suffer)
- Negotiating for claims to be abandoned is ridiculously expensive for its BP. Made worse by the fact that a claim exists (-8 to negotiation). Forcing abandoning claims through war has similar issues, because you have to "conquer" (and therefore eat demesne penalties) a nation across the world with no supply. This problem also exist when its your 30 provinces big neighbor. Additionally they are bound to hate you after peace-ing, causing the claims to immediately re-appear. Worst case of whack-a-mole. Declaring war, peace and negotiating for claims also raises "too much diplomacy".
- My "exceptional diplomat" ruler (+10 to relations per turn) causes relations to deteriorate rapidly. (might be one of the many reload bugs)
- AI nations cannot properly path their armies. If there is a one tile country between, armies do not move. Armies do not go home to defend the capital. Armies do not prevent themselves from being out of supply. In my last game as HRE I witnessed a ridiculous dance where Papal states and Apulia reversed their positions three times over 100 turns, because the AI only goes forward and stops when getting stuck.
- Most regions (even capitals) do not have a special meaning in game, causing tags to frequently move across the world.
- Assigning a peer of the nation sometimes, but not always affects "authority gain up to" size. (i.e. having no governor makes no difference). This may not be a bug, but the explanation in the help section implies otherwise.
- For HRE going through the stages of an Empire (fractured -> unruly -> ...) has no effect, neither on demesne nor anything else. This may not be a bug, which would make this part of the game simply unimplemented.
- Regional building requirements are not always correct. A trade route can be built(!) with no merchant present or even a road (just a track). The cornerstone buildings do not unlock the next "stage", it seems to work the same as it did in Empires.
- As in Empires some of the buildings are so OP that basically every province looks the same at 25.
- Maybe because of the above, trade goods have a very minor impact on the game or build (turn 150 HRE with 2k income stands at -150 trade goods, while skipping most of the trade good producing buildings)
- AI nations do not have goals or strategies, this becomes apparent when they conquer each other and stay like this for 50 turns. (this is quite common due to the pathing issues of armies)
- The "win" condition in game is (as in Empires) odd. I stand at 50k legacy with HRE vs 18k Byzantine Empire turn 160, and have to go through another 20 hours of hitting "next turn". After reaching max demesne there is nothing to do, but whack-a-claim and play the build-a-province mini-game.
- Turns are very slow to calculate (a problem that remains from Empires). In my HRE game I have spent maybe 15 hours on end turn -> build a bunch of things -> end turn -> ... This makes Kingdoms the slowest 4x game with the most "nothing to do" between "interesting" things by a wide margin.