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Originally Posted by Edi
1) Oblique missile fire hits less often because the distance is greater. Instead of using the Pythagoras equation for calculating real distance (a^2+b^2=c^2 and then deriving c), the distance is calculated as a+b, so it's much longer. Hence less accurate.
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And how is this not a bug? Missiles don't follow the manhattan metric when moving! That the game calculates distance that way is clearly wrong, and should be fixed.
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2) Army movement happens according to nation number, from what I've seen. Nation with lowest number goes first, so they always move before you do. This is not as it should be, but I suspect fixing it at this point would be far more work than it is worth.
WRT the AI moving, you need two armies capable of crushing it. You chase after the AI with one and use the other to hit the province it will go next, which will result in it being defeated.
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It may alternately be one of nation number or reverse nation number. But that's actually irrelevant for army chasing - you can *never* catch an army.
How it actually works is all armies move first, *then* battles resolve. Only if two armies move into each other and encounter each other does it have to check to see which army moves 'first', and thus which province the battle happens in.
This is actually a reasonable model - its hard to make an army in the field fight if it doesn't wish to, especially pre-Napoleon when armies couldn't easily transition to combat from being on the march. (Julius Caesar's campaigns in Spain have a good example of the necessary boxing in of an enemy in order to force a fight).