Developer Answers and Knowledge

This page is dedicated to collecting and recording Developer answers to community questions regarding game mechanics. The format is intended to be displayed in a Question and Answer style and information should ideally be grouped by topic. This page should be used for information that is not otherwise covered explicitly in the game manual. Please cite sources.

As further pages are created and updated, this information from developers may be included in those articles. Editors should note that the information has been incorporated and link to the page where the information was added.

### Campaign

Q: Does army composition on the strategic map (e.g. cavalry corps) affect the movement speed of that corps across the map?

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>  A: (Ilja) This should be like this already... maybe a bug, we'll check. (*fixed in v. 1.07 "Group speed now takes subordinate unit types into account"*)
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Q: Why does it seem that enemy armies utilize railways in territory that the player controls?

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>  A: (Ilja) Armies currently should be able to use railroads only in owned states, but regardless of frontlines, as these move with the armies. If a side controls all cities in an enemy state, then it is considered "occupied" and rails can be used. The problem is the moving frontlines. Our current system is a compromise regarding this...
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Q: When a unit with lower experience is merged into a unit with higher experience, what is the resulting impact on the experience on the combined unit?

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>  A: (Ilja) The merged unit's exp takes into account all individual soldiers' exp, and if you add low exp troops to high exp unit, the end result will be lower in average.
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Q: How does the game determine which weapon to equip when auto-upgrading?

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>  A: (Oliver) When calculating the weapon "ranking" we use several factors: reloading speed, firepower, accuracy, range, and (tube weight). So there may be situations where the game pefers lighter weapons over heavier ones as the units may move faster, reload faster, shoot better etc. For the moment - as workaround - you can indirectly control the auto-equipment by ordering only your prefered weapons, only weapons in stock will be applied.
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Q: River flotillas do not always seem to block armies at river crossings or force them to retreat. Sometimes they pass right through.

A: (Oliver) It could also have something to do with the strength relation of army <> navy. In general fleets do not stop embarked transport all the time but intercepting part of the transports. This should lead to increased casualties and a drop in morale. If the latter is high enough the transports would retreat. So the stronger the fleet and the weaker the army the higher is the chance of casualties and retreat.

Q:

A: (Oliver)

### Battles

Q: If a unit is not aligned with (or is perpendicular to) a piece of cover (fence, wall, parapet) does the unit still get the full cover bonus for that piece of cover?

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>  A: (Ilja) They should not get the full cover. When starting the game with "debug layer" ON (debug.txt option), you can see in an additional HUD the actual value for cover. This should be much lower, if not all the unit's "platforms" are in cover, but only some.
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Q: Would you consider click-drag or multiple unit selection buttons for unit placement in field battles?

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>  A: (Ilja) We do provide tools to set up these lines, but it's made difficult on purpose, as we want the orders to flow correctly within the organization. With this system proposed, it would not work technically as wished.
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Q: Why does the enemy army seem to not redeploy overnight during multi-day battles?

> A: (Ilja) The AI opponent redeploys only when defending. It will redeploy only when player has deployed and clicks "play". If you want to try if it would improve anything when AI redeploys only when attacking, see file "debug.txt" in config and set the condition accordingly. We have left this out so far, as the end results are sometimes bad. (f*ixed in 1.09: AI redeploys also in offensive battles.*)
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Q: Can you explain the logic of unit movement arrows not changing when a new order has been given superseding the old order?

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>  A: (Ilja) Regarding the movement arrow topic, this is both technical and tactical decision to show it as it is. This, because for as long as the order has not yet reached the unit, it is still marching according to the old order. So giving an order to march elsewhere will not be effective before the order is received. The movement could end abruptly, for example due to enemy contact, so it's better to show the route the unit is currently taking. The arrow predicts that the unit may reach the previous destination before embarking on the new route, hence the "waypoint".
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Q: When redeploying at night, why is the player sometimes forced out of their own entrenchments?

A: (Oliver) Regarding the forced leaving of breastworks: The deployment areas are drawn around group HQs, this to avoid "creating" far & flanking deployment zones using several single units. So keep your groups together and your brigades around their group commanders.

### PLACEHOLDER

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Private email with info@grandtactician.com
2. ↑ https://steamcommunity.com/app/654890/discussions/0/4911755446841296316/?snr=2\_9\_100015\_
3. ↑ https://steamcommunity.com/app/654890/discussions/0/5427423328664294150/
4. ↑ https://steamcommunity.com/app/654890/discussions/2/3378284761883159179/
5. ↑ https://steamcommunity.com/app/654890/discussions/0/3378284761896317582/
6. ↑ https://steamcommunity.com/app/654890/discussions/4/3378285310307090000/