Le Ricain wrote:Regarding the mutiny, if you have destroyed the Sepoy land forces in India and control Delhi and Meerut, you can safely accept the Mughal peace request. Some players report that Delhi and meerut revert to Mughal control for a few turns until an event turns them into colonies. In my case, when I accepted the peace request, both of the provinces became colonies instantly.
vaalen wrote:It is great news that there will be a new patch!
Here are a few bugs I have noticed -
2. In the same game, I had the sepoy mutiny. Midway through the rebellion, I lost the ability to replace losses for Indian cavalry units. I could still replace infantry, light infantry, and everything else, but not cavalry, not even when I had them in passive posture inside a level four depot. I had been able to replace them during all of the game prior to several months into the mutiny.
sagji wrote:Reparations doesn't appear to work - no sign of them ever being paid. Also the numbers appear to be either very low if they are per year or very high if they are per turn.
Pocus wrote:Attribute override only appears with rulers I think right now, but I can check...
Sir Garnet wrote:REQUEST to save a great deal of time:
The estimated results this coming turn are nice but often wishful thinking. It can be important to know how many actual purchases and sales occurred in the last trading round. Can we have a Bought and Sold number on the tooltip for each item on the Industry and Commerce line 3? This is valuable for deciding how much to buy and sell and setting those percentages.
This would be the one addition request that would save the biggest busywork of the game for me - scrolling through the tiny print of the log over and over. I understand there are external scripts that could generate detailed reports, but really I just want to know how many of several commodities sold or were bought to help evaluate what to do along with the Asset Summary.
Please consider this small tooltip change.
FPW DLC problem- zero income, zero goods of course since no economy, but funds and goods are required for upkeep so troops suffer for the lack. This does not seem right.
sagji wrote:At the moment in multi player games a crisis never lasts more than one round.
This is because mobilisation can win the crisis in the first round, and is also the only card that can prevent it winning. If the initiator you have a chance to win with mobilisation and the other side's card isn't even played. In our last three crisis the results were:
1) Initiator played mobilisation and won .
2) Both sides played mobilisation and second side lost control - initiator won.
3) Initiator played ultimatum and second side played mobilisation and won.
It is very hard to tell which nation is the initiator and which is the other side. This is especially problematic when plotting cards as everything is defined in terms of the initiator. Does +1 just cause mean I have it or not?
The result text is often inconsistent - in the latest one it starts "Piedmont got the upper hand" but ends "Prestige gain for Britain 2231. Prestige gain for Piedmont 223."
If you play mobilisation or ultimatum and loose control a war should start - however if you have a peace treaty it doesn't. However you allies are still called in. Either loosing control should start the war regardless of the treaty or these cards should not be available.
Bad relations can trigger a crisis, this means that a war usually leads to a crisis shortly afterwards - bad relations should not trigger a crisis if a peace is in place. It really needs to be longer as it takes several years for relations to settle.
Part of the penalty of playing the mobilisation card is the penalty of having some troops mobilised, but if you are at war and have already fully mobilised this isn't a penalty. In my case it wasn't a limitation as this was the third crisis while I was at war.
There are powerful cards to win the crisis there are none to loose the crisis - in multi player you may want to loose the crisis (or at least loose the stake) as a result of agreements. Alternatively you may just not be interested in the stake - such as a colony you just wanted a tradepost in.
sagji wrote:The projected numbers aren't even wishful thinking. You can set the % of goods you think you will sell and the % you think you will buy, but you can only do this for all goods so you can't use it to balance individual goods.
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