sagji wrote:Britain comes in quickly gets to the same level and then plays the protectorate on them and then when they win the crisis plays colony.
Sir Garnet wrote:My bigger practical concern - this is a question - is that I understand that if Britain did not get CP to a protectorate level but just enough CP in the capital to play a stake to contest the protectorate, and there is a crisis and they win,[color="#FF0000"] everything Italian except troops changes to British (does CP change over?) while Italian troops teleport away. The British may not even have any troops in the area. If Italy wants to fight, it [/color]has to try to escalate the crisis. Even if it does get a war to defend the protectorate, Britain is in possession and Italy needs to come back and try to take it region by region, right? Which means any depots, forts etc. built will be now against them (getting auto-garrisons). Is that accurate in game terms?
Kensai wrote:bob, these might need some fixes and tweaks. We simply copied the BELgian laws and decrees for the other nations and made small adaptations, such as giving 15 coal/steel/goods subsides instead of 30 for some nations. But other than that some other minor tweaks are needed: for example a partial mobilization should not ruin relations with Switzerland if you are Argentina!
Other than that, yes, if the game eventually gets more nations to be playable (nothing really difficult achieving this!), some further testing for inconsistencies is needed.
glennbob wrote:If you're producing too much steel, and no one is buying, then stop making it. As Britain I normally shut down production of steel early on, because all other nations supply more than enough on the international market to supplement my needs. How much capital is swimming in capital?
MarkCSA wrote:I turned off my steel producing buildings years ago, it's the AI countries that overproduce. Swimming in Capital is about 1750-2000 with almost nothing to spend it on. Net gain 200ish a turn. Should have clarified that. Also, this is RC 1.
glennbob wrote:Tha isn't swimming in capital, wait til you get to 1875-1880ish, you will be getting between 1000-2000 per turn at least. It's fine, I wouldn't worry about the AI overproducing steel, their loss :P Just produce Luxury Goods and Manufactured Goods, and you will go a long way
glennbob wrote:Well I was speaking of having that much money when I was playing as Great Britain, I think you will find on your private capital expenses that you are funding the "emergance of new businessman". This will happen every so often, but you will make more money eventually, it works out alright, but if you have nothing to spend it on, then don't worry about it :P
MarkCSA wrote:I figured "emergence of new businessmen" was an in-game money sink to remove excess cash from the game?
sagji wrote:I think colonial matters need to be significantly changed, but I suspect it is more than can be done quickly.
As a recent example Piedmont in 1864 was starting to get its historical East African colonies to the point where it could form protectorates, when Britain comes in quickly gets to the same level and then plays the protectorate on them and then when they win the crisis plays colony.
One issue is that when there is a crisis for a protectorate the winner gains all the CP from the other side - the looser should loose most but not all. The winner should gain only a small part. So if the Looser kept 1/4 of their CP and the winner gained the same amount it would be better.
Another is that all decisions give CP way too fast. Gunboat diplomacy and Naval demonstration are especially bad, these let you go from almost no presence to able to play protectorate in a month.
sagji wrote:There may be effects on fortresses being breached - however when breached it says they give no benefit whatsoever however that isn't true - they still permit the entire defending stack a much higher level of entrenchment.
There is also the issue that assaulting is an all or nothing action - if you don't take the fortress the assaulting force will be totally eliminated and any other besiegers that weren't involved (e.g. were in defensive) are forced to retreat.
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