Van Diemen
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France and I have 101% CP how come?

Wed Nov 14, 2012 10:51 am

I just noticed while going through the different mapmodes that France has 101% CP in a national region of the Ottoman Empire. How can this be true? They cannot contest my grip on this national region right? I do know that I had a brief war with France in the late 1850's during which French Crimean War expeditionary forces did take this small part of Anatolia. Could that explain why I see this effect? Also is there any way to resolve this or is this a bug of some sort? Please can anyone explain this effect I notice? Also will this issue have any effects on my game?

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France 101% CP.jpg

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Kensai
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Wed Nov 14, 2012 11:46 am

We had a similar issue with Great Britain some time ago when it conquered briefly Smyrna. When I get home I will write here the script you should add to the Plugin 1850 subfolder in the Events folder to fix this. I don't think it has to do with v1.03c as it happened before in our game. Somehow the game engine attributes 101%CP all together to the conqueror once a former national region is conquered. This cannot be reversed always, even when you sign peace meaning that the nation that gets it back (the Ottomans) won't cancel the French colonial intrusion which becomes permanent.

It's obviously a minor bug that sometimes pops up its ugly head. Fortunately it's fixable in just one turn. If you are impatient go to the Paradox PON forums, multiplayer section and search for the Smyrna issues.
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Van Diemen
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Wed Nov 14, 2012 11:59 am

Kensai wrote:We had a similar issue with Great Britain some time ago when it conquered briefly Smyrna. When I get home I will write here the script you should add to the Plugin 1850 subfolder in the Events folder to fix this. I don't think it has to do with v1.03c as it happened before in our game. Somehow the game engine attributes 101%CP all together to the conqueror once a former national region is conquered. This cannot be reversed always, even when you sign peace meaning that the nation that gets it back (the Ottomans) won't cancel the French colonial intrusion which becomes permanent.

It's obviously a minor bug that sometimes pops up its ugly head. Fortunately it's fixable in just one turn. If you are impatient go to the Paradox PON forums, multiplayer section and search for the Smyrna issues.


Thanks for your fast reply. I would be very happy if you could make a small fix for this.

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Egg Bub
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Wed Nov 14, 2012 5:35 pm

Van Diemen,

This is unrelated to thread title, but I notice that in your game you do not suffer from excess steel and manufactured goods. Could you explain where these are being used. Thanks

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Kensai
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Wed Nov 14, 2012 5:43 pm

Code: Select all

SelectFaction = $CMN
SelectRegion = $Ankara
StartEvent = Fixing Colonial Penetration in Anatolia|1|1|NULL|NULL|$Ankara|NULL
Actions

SelectFaction = $FRA
SetColStatusArea = $Colony_Anatolia;$colUnclaimed
SetColonialPen = 0

EndEvent


Try the above. IIRC this is similar to what we ran, although I am not certain.
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Van Diemen
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Wed Nov 14, 2012 5:46 pm

Egg Bub wrote:Van Diemen,

This is unrelated to thread title, but I notice that in your game you do not suffer from excess steel and manufactured goods. Could you explain where these are being used. Thanks

I just do not have many steel factories and as a matter of fact I use of lot of manufactured goods for expanding and maintaining the army and navy. Also I have quite a few luxury goods factories and some vineyards, which require manufactured goods for operation. I can confirm that there is an excess of steel available on many markets across the globe. Especially North Germany and the USA markets have quite a lot. Manufactured goods though are in relatively high demand. I only recently started to reduce the amount of manufactured goods import, while at the same time I'm now even required to increase steel imports due to my excessive building and ship naval construction programs, besides the fact that many factory upgrades have increased my demand for steel in general.

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Egg Bub
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Wed Nov 14, 2012 5:54 pm

Ok, thanks.

Van Diemen
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Wed Nov 14, 2012 6:29 pm

Kensai wrote:

Code: Select all

SelectFaction = $CMN
SelectRegion = $Ankara
StartEvent = Fixing Colonial Penetration in Anatolia|1|1|NULL|NULL|$Ankara|NULL
Actions

SelectFaction = $FRA
SetColStatusArea = $Colony_Anatolia;$colUnclaimed
SetColonialPen = 0

EndEvent


Try the above. IIRC this is similar to what we ran, although I am not certain.


Sorry to have to bother you, but I tried the event and I still have France in Anatolia with 101% CP.

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Fouche
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Thu Nov 15, 2012 7:59 pm

OK...I have something similar after I installed the 1.03c patch, but in a different area. I have a French colony in Borneo...specifically Kuching and the provinces along the coast to the north including Sarawak. Now with 1.03c installed the CP is 101% French control and the trade, mission buildings, military outposts, and schools (and the French consulate building in Kuching) are gone in three provinces-one thing left is the harbor in Kuching. Sarawak still has its buildings and harbor. Sarawak is at 56% CP. When I had installed the 1.03c patch a fort was being built in Sarawak. Also, I see I can build in Kuching an extension or upgrade the fort that was seen there, but if I decide not to do this...with the buildings missing I cannot delete the project. Of course when the fort project is finished will the missing buildings re-appear in Kuching?

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Kensai
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Thu Nov 15, 2012 11:00 pm

Van Diemen, give me one more day to retry it. It was dodgy for us as well.
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Jim-NC
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Fri Nov 16, 2012 2:43 am

Fouche wrote:OK...I have something similar after I installed the 1.03c patch, but in a different area. I have a French colony in Borneo...specifically Kuching and the provinces along the coast to the north including Sarawak. Now with 1.03c installed the CP is 101% French control and the trade, mission buildings, military outposts, and schools (and the French consulate building in Kuching) are gone in three provinces-one thing left is the harbor in Kuching. Sarawak still has its buildings and harbor. Sarawak is at 56% CP. When I had installed the 1.03c patch a fort was being built in Sarawak. Also, I see I can build in Kuching an extension or upgrade the fort that was seen there, but if I decide not to do this...with the buildings missing I cannot delete the project. Of course when the fort project is finished will the missing buildings re-appear in Kuching?

no. In 1.03, they changed the status of certain colonial areas. If you meet certain requirements, then your colonies turn into "non-national territories" or into "national territories". This strips them of their colonial status, and destroys all colonial buildings in the region in the process. The national/non national region appears to be determined by the link between the region and your capital (land link = national, and naval = non national).
Remember - The beatings will continue until morale improves.
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Fouche
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Fri Nov 16, 2012 4:08 am

Thank you Jim-NC for your input and explanation.

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Kensai
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Fri Nov 16, 2012 6:50 pm

Try this, I think I forgot the region...

Code: Select all

SelectFaction = $CMN
SelectRegion = $Ankara
StartEvent = Fixing Colonial Penetration in Anatolia (reloaded)|1|1|NULL|NULL|$Ankara|NULL
Actions

SelectFaction = $FRA

SelectRegion = $Ankara
SetColStatusArea = $Colony_Anatolia;$colUnclaimed
SetColonialPen = 0

SelectRegion = $Eskisehir
SetColStatusArea = $Colony_Anatolia;$colUnclaimed
SetColonialPen = 0

SelectRegion = $Zonguldak
SetColStatusArea = $Colony_Anatolia;$colUnclaimed
SetColonialPen = 0

EndEvent
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Fouche
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Tue Nov 20, 2012 2:41 am

Ok, I understood the explanation given about a colonial province, as stated by me above, in regards to Kuching when it became 101% CP and the structures disappeared. I just noticed that Ampanihy in Madagascar has the similar French 101% CP, but the structures are still present. The provinces Kuching and Ampanihy are now both considered French Non-national territory. Is there a reason for this difference?

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Jim-NC
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Tue Nov 20, 2012 2:39 pm

Shouldn't be treated differently.
Remember - The beatings will continue until morale improves.

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Kensai
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Thu Nov 22, 2012 8:55 pm

Once a colonial region has reached 100% loyalty its colonial penetration will go from 100 to 101% and a non-national region status unless there is a land bridge with the capital.
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Kensai
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Tue Jan 15, 2013 3:42 pm

Remember how to fix colonial regions that have gone to (non-)national regions due to v1.03c...

Code: Select all

SelectFaction = $CMN
SelectRegion = $Kuriles
StartEvent = Fixing Kuriles Colonial Penetration (1872)|1|1|NULL|NULL|$Kuriles|NULL

Actions
SelectFaction = $JAP
SelectRegion = $Kuriles
SetColonialPen = 50
SetColStatusArea = $Colony_Kuriles;$colVassal
EndEvent


For example the above script sets Kuriles from non-national region (if it has changed by mistake) again to a Japanese vassal and sets the CP to 50, the minimum required for vassalage. Adapt it accordingly for your own unique situations. This will fix all 101% CP issues you might have. It mostly needs to be done on the region the colonial capital resides. You can find the list of the Areas in the GameData folder.
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