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Belgium Ship Force Pool

Posted: Tue Jun 25, 2013 8:21 am
by Gen. Monkey-Bear
It is somewhat embarrassing that I don't know the answer to this by now, but I can't figure it out.

How many ships is Belgium supposed to have in its force pool? I only have the ability to build one extra merchant unit and one transport ship unit (both of which I built). At this point I have absolutely no ships in my force pool. I upgraded my harbor to a naval base because I thought that it would help, but my force pool is still empty. So can I do something to increase the force pool in game (without a script), or do I have to wait until it increases by some sort of event later on (or does it require a script)?

Posted: Tue Jun 25, 2013 2:56 pm
by Sir Garnet
It is quite likely you are in the early GC when Belgium's in-game colonial and overseas means are limited - a lot more unlocks later. If you are playing SP, having merchants is a key part of moving the game and world economy forward. i suggest running the merchant ship script in the modding forum and linked in the main threatd here. CHange as indicated to fit Belgium. One transport that carries 40 weight is enough for two colonial brigades x12 at the most + one supply wagon x16 weight, plus a commander. This is more than you need in most cases. If you need reinforcement, that transport can carry a corps. Meanwhile, it provides over-the-beach supply when present. Attach a light escort if there are risks of pirates and you are on your way with modest colonial activities for the first decade+.

Posted: Tue Jun 25, 2013 4:10 pm
by Kensai
What year in the game are you?
What's the Imperialism value of your Ruler(s)?
How many ships (units, elements) do you already have?

Posted: Tue Jun 25, 2013 7:57 pm
by Gen. Monkey-Bear
What year in the game are you?
What's the Imperialism value of your Ruler(s)?
How many ships (units, elements) do you already have?


1. I am pretty early in the game, December 1854.
2. The imperialism value is 5 (Leopold has 4, the Premier has 1)
3. I have the default Belgium merchant units (in North America and Western Europe trade) and one extra one that I built. After building that extra merchant unit my force pool ran out. As far as other ships go, I have one unit (two elements, with total transport capacity of 10) of transports. I don't remember if I built that or if it existed initially.

I suppose my only options are to wait until later in the game or to write a script as Sir Garnet says. However, if you have other suggestions please share!

Posted: Tue Jun 25, 2013 8:15 pm
by loki100
I guess that in the early game, Belgium has no modern navy reflecting its role in the wider world. What I'd do is to go fishing in the event files, especially around 1870-90 and see what, if anything, is triggered by the colonial events. In my game I reckon most of the Belgian colonisation of Central Africa is happening by script.

If you want a navy forcepool before then (or even then ???) then best to script it.

I think you need the "ChangeUnitPool = $uni...." command. There is a full set of Belgian ship models (look in gamedata/models and then find BELBB01A etc). I think its safe to script in a few potential builds for each model as they won't become available till the actual tech fires (but someone more knowledgeable may offer better advice here).

Posted: Wed Jun 26, 2013 7:04 pm
by Sir Garnet
In the modding forum there is a template script to build 6 of the smallest type of merchant ship as a trade-booster in the early game for single player. That won't change the force pool, but will build the ships.

Posted: Wed Jun 26, 2013 8:13 pm
by Gen. Monkey-Bear
Thanks guys, I will look into it then. I suppose I need to do some scripting if I want to play a minor nation.

Posted: Thu Jun 27, 2013 10:23 am
by Kensai
Or you can simply wait and have the fleet you deserve when you finally get some R&D inventions and technologies. Actually, this is better, as Leopold II is the right ruler to do some imperialistic stuff. Do not jump the gun in this game, you will lose a lot of fun. Wait for the historical events to fire, it's also a perfect opportunity to repass history and see what you can do better. ;)

Posted: Thu Jun 27, 2013 11:26 pm
by Gen. Monkey-Bear
Or you can simply wait and have the fleet you deserve when you finally get some R&D inventions and technologies. Actually, this is better, as Leopold II is the right ruler to do some imperialistic stuff. Do not jump the gun in this game, you will lose a lot of fun. Wait for the historical events to fire, it's also a perfect opportunity to repass history and see what you can do better.


Well, when you put it that way, it does sound better! :) I suppose I have some years to go until then, but on with the economy meanwhile!