Tazmaniacs
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Captured Suez canal & other structures

Thu Nov 13, 2014 4:39 pm

Hello, playing as France end of 1870s, Egypt captured my Suez canal.

It appears other players had the same problem (Loki seems to have it in his playthrough).

Any way to regain it? This kind of expropriation is quite a funny anachronism ! It at least
should give you a CB to regain it (as what happened in the 1956 Suez crisis).

While I'm at it, Peru also seized my gold mines. Is there also someway to regain those lost investments?

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loki100
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Thu Nov 13, 2014 8:32 pm

Not in the game engine - which is a pity. You do get a CB if they take something which lasts for 6 months, but the peace deal options don't include restitution of structures and so on.

In the large MP game that was running they did a lot of structure trading and re-allocation and it seems very realistic in certain situations. What you really need to do is to script in a peace, improve relations by some estimated number (since you are not using up the warscore you gained) and then swap ownership of the structure.

Re the Canals, there is a bigger problem in that they don't seem to work if the owner is at war - I forget the exact details of this and its something Pocus was looking at. However, there is a work around. In my game I took Jerusalem and since that province borders both the Med and the Red Sea for some reason it functioned as a transit for ships. I don't think this is realistic or as designed but as the canal didn't work I took full and shameless advantage. If I recall an old discussion, the basic problem is that the canals need to make the game engine see a given province as both sea and land, to allow transit.

Overall Egypt is one of the less well modelled situations in the game. It would be nice to have an 'impose protectorate' war aim when dealing with an organised but weak/minor power -- that might also help with modelling Persia
AJE The Hero, The Traitor and The Barbarian
PoN Manufacturing Italy; A clear bright sun
RoP The Mightiest Empires Fall
WIA Burning down the Houses; Wars in America; The Tea Wars

Tazmaniacs
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Mon Nov 17, 2014 5:08 pm

Thanks for these nice explanations. I'll have to look up a bit how to make such a "peace script". Is there any post/guide combining these little modded scripts?

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loki100
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Mon Nov 17, 2014 5:38 pm

Hi, this has some basics. Another source is in the MP sub-forum where the multi-player game generated a lot of scripts that are useful as a basis to amend to your own situation
AJE The Hero, The Traitor and The Barbarian
PoN Manufacturing Italy; A clear bright sun
RoP The Mightiest Empires Fall
WIA Burning down the Houses; Wars in America; The Tea Wars

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loki100
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Tue Nov 18, 2014 9:07 am

Emelio Lizardo wrote:Why designate the Canals as navigable rivers?


you can't move 'ocean going' ships up a navigable river, only those designated as river-going. I think this is the core of the problem that the game engine has land provinces (no naval), sea provinces (ocean and river ships) and navigable rivers, which are best seen as very narrow provinces (river ships only). The canals idealy are to be seen as land and sea provinces enabling almost all movement but allowing military forces in the province to shut sea movement down if hostile. I think its this construct that causes the canals to close in war time as the side moving will not have MC (since its most likely the province is still owned by Egypt).
AJE The Hero, The Traitor and The Barbarian
PoN Manufacturing Italy; A clear bright sun
RoP The Mightiest Empires Fall
WIA Burning down the Houses; Wars in America; The Tea Wars

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