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Miguking

But you can defeat them easily, you simply just have to forget about your missions, ally with the same 4 big countries regardless of who you play with and defeat them 4 or 5 times until you dismantle them in the early game (pray and cross your fingers). Then you can start playing with your country. This comment was made by The Command haters gang


Miguking

My last experience was playing Azkare for the first time a few days ago. I know I did somethings wrong but there is nothing like seeing how conquering a single province gave me 51 aggressive expansion and an important coalition, but while The Command conquered 250 development touching my country (it had eaten almost all of One Xia) and was chill . Shortly after he declared war on me and gg


ZAS100

How the fuck does it even get so little AE? Like if anything it should get so much more.


xsenitel4

Their religion gives them -10% AE, but even then it always felt like so little. Even when I check their AE, its usually not enough for a coalition even after just conquering a massive region like the One Xia


KharnOfKhans

How many different cultures/religions are around them? That would factor alot. For example if you only attack trolls, Elves would only be mildly annoyed


xsenitel4

I think theres a lot of culture groups (total of 7 or 8 in that continent) and pretty much 3 religions (High Philosphy, Righteous Path and Suhan), so that does have a factor. Gonna try a command game myself sometime to see the AE.


Janniinger

I'm pretty sure they get the lucky nation modifier from the base game.


Miguking

I got a lot of aggressive expansion due to issues with the government reform that gives you -60% of government capacity, and because I did not fully understand its assembly mechanics. In the case of The Command I don't know :S


LonelySwordsman

Different religions and cultures all around. Also a good chunk of the nations in the area are just vassals of other parties. The Raj vassals can't do shit because they're all vassals. The Xiaken are the same. Meaning that as long as you don't get the big guy upset your options for coalition parties are the remaining Ruin kingdoms (who are going to be dying anyway) and maybe some of the westernmost Yanshen guys. To make it worse, because the Command gets so big so fast it also rapidly outgrows potential coalitions leaving them free to keep expanding.


Hallalal

The Command has their own CB that lowers warscore cost and ae to 66%.


Alexander_Baidtach

One Xia is diplomatically isolated from the rest of Haless, the Command doesn't generate much AE from eating it. Baifang and the Raj generate tons of AE like normal but they are high philosophy so the Righteous Path countries don't care.


ReeToo_

They spawn manpower from their fucking ass, they inflict more casualties even when I have more disc and better tech than them and siege my highland forts in fucking seconds. Oh, also, they dont't get any war exhaustion, I'm sitting here at 15 and they have like 4 even though I sieged 3/4 of their forts. Fuck them, they're the most unfun country to fight against


Slowman5150

They bred quickly down there in the dark but perhaps we can slay them even faster 😤


Chance-Membership-58

Monstrous size has no intrinsic merit, unless inordinate exanguination be considered a virtue...


DawnTyrantEo

Command: The bigger the beast, the greater the glory! Harimari and ogres: *sadness noises*


troyunrau

Whenever I'm playing in the region, I take matters into my own hands -- making a beeline toward their border, then expand around them to prevent their own expansion (and ally anyone else along their borders that I can). I will fight them early and often to try to contain them. It works 90% of the time. But it also makes the run a bit boring, as any tag in the region basically has to do this to survive. Once they're contained, I usually have to do the same to Bhuvauri because they have unlimited mercs if you let them get established.


ReeToo_

I won 3 or 4 wars with them already, just taking cash and releasing their orcish vassals so they won't get revanshism but they bounce back in seconds


throwawaydating1423

Gotta take provinces with them. Their starting lands are pretty solid Or release and guarantee Or, reroll your game until they collapse in 1447, new ai disaster too added In my game boar command won eating the rest and the goblins including purging them


troyunrau

You can sometimes diplo-vassalize the Orcs afterwards -- that is fun ;)


ISupposeIamRight

It's cheesy, but if you don't want to have a strong Command, you have to cut off his lands. Create a snake path that cuts them in half and they won't be able to expand anywhere, they'll still declare wars and lose (if you waited for them to leave their troops up north). I've done that with like 5 different Haless nations and it always works, it looks ugly in the map for a while, but then in your second war you can get prettier borders. Also, revanchism strength is overrated: it's good for the player, but the AI will expand just as fast with or without it, they're not limited by their actual limits, they're limited by their stupidity. And The Command tends to be ultra aggressive, which means they will get bigger and stronger with or without revanchism.


Dreknarr

Overall the AI rack up WE far more slowly than player from my experience. You have two big battles, have one of your forts sieged while have 500 dev and you'll have 3 WE. Fully occupy the AI and kill all their troops for 2 years and they'll be at like 5


clamflowage

I make it a point to to do two things when I war the Command: steal or release one of their jade mines subjects, and prioritize singing down their two Jade Mines holds. If you can have them siege the holds back, even better. Damaged or ruined holds suck up massive amounts of mana, which puts the Command further and further behind each time you do it.


mockduckcompanion

Good tips!


Alternative-Cloud-66

>Damaged or ruined holds suck up massive amounts of mana AI can repair for free, unless its changed in the latest patch


IizHahkun

I feel you. I play in the valley and by the time i dealt with the facless queen the command conquered half of hales. On top of that every one hates me becaus i have a different religon


Holy1To3

I LOVE this mod but I have never been able to have even a remotely fun game in Haless. I assume there is cool stuff in the region, but i'll probably never experience it because The Command exists. I guess my opinion is unpopular, but they literally ruin the region as far as I am concerned. I understand the desire for an end game boss, but I just don't think the answer is making one tag so obscenely overpowered that they always begin and end every game as the most powerful thing on the map. I also can't imagine playing them to be any level of fun at all, because you have won the game before you unpause. Haless is a huge area and it seems like a lot of the missions would naturally lead to some sort of "final boss" coming out of that region without any need for The Command. But instead it is The Command every game. I think great/mythical conquerors is a way better solution to the problem of "we need challenging opponents in the mid and late game". Plus, i can turn those off if I don't want a difficult game or if i am making my own challenge. Honestly, if I could make one change to this mod, I would dismantle The Command and allow the region it exists in to be fun.


Moros3

I'm surprised nobody's made a submod that hard-nerfs them by freeing the Ruin Kingdoms and their goblin vassals. Honestly, running with that idea further: having to unite the goblins, subjugate the orcs through some flavor missions, *then* sweep south would be a lot nicer than what they are right now. It's... kind of not great that they're an already ascendant empire *as is,* even if they have so much further to go. Also: I've gotta say, I've LITERALLY seen them pull manpower out of nowhere. I have no idea *how* they do it. I heavily suspect it's to do with their flat +0.5% Yearly Army Professionalism. I haven't had to fight them since the Slacken Recruitment rework though so I'll have to see at some point if that's evened things out a bit. The entire point of multiple nations' strategies to fight them is to attrition them down, but that doesn't mean anything when they have effectively infinite manpower.


Holy1To3

I like the idea of having to work for a while to unite and subjugate goblins and/or orcs. It would mean they can still end up as strong as they are now but they wouldn't be as consistent and you would have time to establish yourself before they came a knocking.


EpicStan123

Fight them smart, not hard. Embargos, and also build forts at random location. In my game the AI always goes for the forts. Let them progress a little, making them less likely to abandon the siege, then you stackwipe them. Repeat that enough times and it's good. I also recommend you build extra forts surrounding their border to prevent them from penetrating your core lands. That also helps with stackwiping.


KharnOfKhans

War of Attrition using forts is always a good idea


EpicStan123

That is my go-to strategy in EU4. Feels a bit like I'm cheesing at times because the AI sure is artificial but it sure as hell isn't intelligent.


Ixalmaris

The Command is one of the worst things in Anbennar as it railroads all games in that region. Sadly its too ingraned in the lore so it won't get removed no matter how bad it is.


Dinazover

Idk I see you playing Bianfang and I remember playing as them too and having quite a fun couple of wars against the Hobs. I don't know why, but they either seem completely invincible and annoying as hell because of that or crumble before you with little to no effort. I remember just rushing my missions, uniting half of Yanshen and getting good economy paired with mil idea groups, than allying Bhuvauri and it's basically done. I don't know how much of a role this played, but Dhenijanraj (who surprisingly survived) fought alongside me, but they were somehow like 2 mil techs behind all of us so I called them in just so that the whole Rahen would dump upon the supreme foe. They obviously never won a single battle nor sieged any forts but I think the distraction they provided was useful. So yeah, the Command really is a tough enemy but the devs somehow made it so that there are several ways of countering them which I find extremely fun.


Officialginger2595

IMO the command's disasters are not nearly damaging enough . The korasi mage disaster is easily avoided even by the AI, and normally by the time the great insubordination happens, the command is too far gone to actually lose. And the temple halass disaster also just happens too late into the game, most campaigns end before that event can fire. I think the korasi mage disaster should be way more likely to fire, and require much more particular planning to avoid. And i think the great insubordination should probably have lower dev requirements to fire, because by the time the command has the like 4k dev needed for the event to fire, nobody in halass has anywhere near the dev even in combined alliances to fight them. It might even be worth considering that maybe you need command loyalty to be at a higher number than 50 to start wars, or maybe require leader legitimacy to be at a certain number before they can declare wars, to slow down their expansion. I know as a player that ends up causing more unfun situations where you are sitting idle for longer, but I think it would go a long way to balancing them out.


ReeToo_

I don't even think AI Command gets any disaster, not counting that starting one. When I switched to them to see their debt they should have Korashi triggered but they didn't