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Issues with th 1880 campaign.Bugs, bad install or WAD?

Posted: Thu Jul 10, 2014 6:06 pm
by Teodor
Hi everybody!

Just bought the 1880 DLC and have tried to play it with Germany. I have not yet reached beyond 1881 but I have already encountered some issues. I don't know if they are due to a bad install, bugs or if it WAD?

1/ After the first turn the colonial market in Namib (I think) dissapears because of lack of CP. I read on the forums that there was an issue with this and downloaded the fix. However, the fix doesn't seem to work until the second turn which results in the disappearance of the colonial market. This is not a big deal for Germany as they have so few colonial buildings at the beginning of the campaign but I can imagine that it might have a rather big effect on the other colonial nations. Is there a fix for the fix?

2/ There is a HUGE worldwide overproduction of machine parts and textile. Everybody is selling but practically noone is buying. There is also an overproduction of MFG. How long does it take before the demand for these products rises?

3/ Factories takes forever to build. Construction time for new factories is 2 years minimun. This issue along with #2 makes it almost impossible to get the economy running.

4/ The event text for several events is missing or messed up (written in all capital letters etc).

Any help would be much appreciated!

/Teodor

Posted: Thu Jul 10, 2014 8:13 pm
by HerrDan
First question, what version are you playing?

Posted: Thu Jul 10, 2014 9:12 pm
by Teodor
Version 1.3e. I should also add that I can't change the tax and tariff sliders.

Posted: Fri Jul 11, 2014 7:52 am
by loki100
Teodor wrote:Hi everybody!

Just bought the 1880 DLC and have tried to play it with Germany. I have not yet reached beyond 1881 but I have already encountered some issues. I don't know if they are due to a bad install, bugs or if it WAD?

1/ After the first turn the colonial market in Namib (I think) dissapears because of lack of CP. I read on the forums that there was an issue with this and downloaded the fix. However, the fix doesn't seem to work until the second turn which results in the disappearance of the colonial market. This is not a big deal for Germany as they have so few colonial buildings at the beginning of the campaign but I can imagine that it might have a rather big effect on the other colonial nations. Is there a fix for the fix?


I'd check it hasn't flipped to non-national status, this happens in territories with low native populations and high numbers of immigrants. It shouldn't happen on turn 1 though, so if that is the explanation this is a bug.

Teodor wrote:2/ There is a HUGE worldwide overproduction of machine parts and textile. Everybody is selling but practically noone is buying. There is also an overproduction of MFG. How long does it take before the demand for these products rises?


I've not played the 1880 scenario, but from the 1850 start, by about 1890 everything is in short supply as population expands. I'd buy up all the Mfgs I could for now, you'll need them later.

Teodor wrote:3/ Factories takes forever to build. Construction time for new factories is 2 years minimun. This issue along with #2 makes it almost impossible to get the economy running.


Sounds right for level 2/3 factories. You can mod this if you want but its as designed.

Teodor wrote:4/ The event text for several events is missing or messed up (written in all capital letters etc).


unfortunately the game needs a bit of an overhaul in this respect

Teodor wrote:Version 1.3e. I should also add that I can't change the tax and tariff sliders.


This is a known problem in the 1.04 beta, but hasn't been reported in 1.3. Are you sure? The process is a little bit clunky, and its hard to be totally precise but I'm pretty sure it does work in 1.03e

Posted: Fri Jul 11, 2014 12:42 pm
by Teodor
Thank you both for the quick replies! I will try a re-install and see what happens with the sliders and the colonial market. As for the other things, I'm ok with them as long as it WAD. It will be difficult to turn the economy around but I love a good challenge!

Edit: Re-installed the game. The colonial issue is still there but the sliders are now working.

Posted: Sat Jul 12, 2014 6:37 am
by HerrDan
Teodor wrote:Thank you both for the quick replies! I will try a re-install and see what happens with the sliders and the colonial market. As for the other things, I'm ok with them as long as it WAD. It will be difficult to turn the economy around but I love a good challenge!

Edit: Re-installed the game. The colonial issue is still there but the sliders are now working.


Would you explain the "colonial issue"? If it's about the negative SOI everywhere, then you'll need the quickfix for it that is in the forum, in any case I'll be always here to help you with the game. (a screenshot would do wonders here to help us understand the problem you face...)

Cheers.

Posted: Sat Jul 12, 2014 10:28 am
by Teodor
HerrDan wrote:Would you explain the "colonial issue"? If it's about the negative SOI everywhere, then you'll need the quickfix for it that is in the forum, in any case I'll be always here to help you with the game. (a screenshot would do wonders here to help us understand the problem you face...)

Cheers.


I just realized that my problem doesn't have anything to do with SOI so the quickfix (which I have installed) will not help. The problem is this:

Germany starts with a tradepost (Luderitz Markt) in the Namib province. However, Germany have no colonial penetration (no CP) in the province. The result is that the market always disappears after the first turn (this is the message from the message log: "You can't maintain Luderitz Markt in Namib: the region is not sufficiently colonized.)

Other colonial buildings (the tradeposts in Samoa and Lome) are not affected since Germany have 5% CP in those regions.

So I guess the solution to this problem would be to write a script that gives Germany 5% CP in Namib at the start of the game.

Loved your AAR BTW! Really interesting stuff! Any tips on how to make the economy running and how to deal with the overproduction of machine parts and textiles at the beginning of the game?

Posted: Sat Jul 12, 2014 11:00 am
by HerrDan
Teodor wrote:I just realized that my problem doesn't have anything to do with SOI so the quickfix (which I have installed) will not help. The problem is this:

Germany starts with a tradepost (Luderitz Markt) in the Namib province. However, Germany have no colonial penetration (no CP) in the province. The result is that the market always disappears after the first turn (this is the message from the message log: "You can't maintain Luderitz Markt in Namib: the region is not sufficiently colonized.)

Other colonial buildings (the tradeposts in Samoa and Lome) are not affected since Germany have 5% CP in those regions.

So I guess the solution to this problem would be to write a script that gives Germany 5% CP in Namib at the start of the game.

Loved your AAR BTW! Really interesting stuff! Any tips on how to make the economy running and how to deal with the overproduction of machine parts and textiles at the beginning of the game?


Well, the script part is very simple to do, and fair in this case.

Thank you very much for the compliment in my AAR, I'm still about to resume it soon. The german economy at start of the 1880 is pretty strong already, what I'd advice you is to close any unecessary factory that produces low price products that you don't need (ie. wood, fishing, and some that are not profitable, you can see the ones that are generating profit in the F11 screen), you need to use your capital to build/upgrade as many coal mines as possible as they'll be getting higher and higher in demand on the world market, it's good to build some Minerals mines as well as they'll get in short supply soon, the same goes wth machine parts, at the beginning there's an over production and a little demand for these, but as the game goes on it gets more and more necessary to keep your economy running, if you have problems with inflation, do as I told you, close those unprofitable factories and try to seel everything that has too much suplus, this way you keep your economy healthy (at least worked very well in my game, although I'm not an expert in this field, I'm understand more about wars and politiks, and that's where I focus most of my energy in my game as the german economy is already a monster powerhouse since the beginning and little can be done to prevent you from getting number one in economy rank (as what happened in real life), try to build as many merchant ships as you can and send them to the trading boxes around the world so that you can seel more of your products and profit even more. Other than that try to not "rush" into building too many factories at the same time, you definitely don't need it as Germany, you need to be able to reach other markets and sell your products (so the merchant ships comes here).

All in all, as times goes by many products that have over production turn out to be in high supply, like machine parts and specially Minerals, the later you don't have a very large pool to build so even building many minerals mines you'll probably need to buy a little from your partners, what is good to keep good relations with them and healthy for your economy at the same time.

If you have any other question, just ask me here or through p.m and I'll try to help you with the resources I have.

Cheers.

Posted: Tue Jul 15, 2014 1:20 pm
by Teodor
HerrDan wrote:Well, the script part is very simple to do, and fair in this case.

Thank you very much for the compliment in my AAR, I'm still about to resume it soon. The german economy at start of the 1880 is pretty strong already, what I'd advice you is to close any unecessary factory that produces low price products that you don't need (ie. wood, fishing, and some that are not profitable, you can see the ones that are generating profit in the F11 screen), you need to use your capital to build/upgrade as many coal mines as possible as they'll be getting higher and higher in demand on the world market, it's good to build some Minerals mines as well as they'll get in short supply soon, the same goes wth machine parts, at the beginning there's an over production and a little demand for these, but as the game goes on it gets more and more necessary to keep your economy running, if you have problems with inflation, do as I told you, close those unprofitable factories and try to seel everything that has too much suplus, this way you keep your economy healthy (at least worked very well in my game, although I'm not an expert in this field, I'm understand more about wars and politiks, and that's where I focus most of my energy in my game as the german economy is already a monster powerhouse since the beginning and little can be done to prevent you from getting number one in economy rank (as what happened in real life), try to build as many merchant ships as you can and send them to the trading boxes around the world so that you can seel more of your products and profit even more. Other than that try to not "rush" into building too many factories at the same time, you definitely don't need it as Germany, you need to be able to reach other markets and sell your products (so the merchant ships comes here).

All in all, as times goes by many products that have over production turn out to be in high supply, like machine parts and specially Minerals, the later you don't have a very large pool to build so even building many minerals mines you'll probably need to buy a little from your partners, what is good to keep good relations with them and healthy for your economy at the same time.

If you have any other question, just ask me here or through p.m and I'll try to help you with the resources I have.

Cheers.


Thank you for the advice HerrDan! :thumbsup:

Posted: Tue Jul 15, 2014 5:14 pm
by HerrDan
Teodor wrote:Thank you for the advice HerrDan! :thumbsup:


You're welcome. ;)