George wrote this on the paradox forum - now correct me if I'm wrong, but surely what he mentions here is an exploit - now I'm not saying it wouldn't be used, but that effectively is up to the player whether he stoops to this kind of action or not. I think you should just go ahead and implement a system that works, rather than thinking of how a player would exploit a system or not. Basically you can NEVER cover all angles and a player that WANTS to exploit WILL.George wrote:The problem is that this creates an artificial way of 'magically transporting' units. For example, let's say I'm in land-locked Hungary and I want to get units to South America, where I have a small beach-head from a naval landing. I could either plan a complex series of transit treaties to get me to the coast, trade for some sea transports, negotiate dangerous waters patrolled by the enemy, find a port to unload at, and get the units where I want them. Or, I could trade the units to a South American friendly region, set my capital to the beachhead, and trade back.
It's just one of many examples of how a 'trade and spawn' system gets around some major in-game challenges for transporting units and dealing with transit and cargo issues. Trading units is a popular feature request, but we have to way to get around some of these issues.
-- George.
My opinion, but I think discussing a system that works and functions as planned and that feels realistic whilst fitting the games character is a better way to go rather than shooting down anything just because you can think of a way to exploit it. Right now ANY improvement like this will help this game enormously - let them cheat if they want to, you're not writing code protection software its a GAME !!
**Advertisment: oh and incidentally with the method I suggested above, there is no exploit I can think of....but maybe thats just me.**