No it isn't because loyalty is nothing to do with legal ownership. Don't forget that at this time most of the nations of the world governments aren't based on loyalty of the population but on a fundamental right of the ruler to rule.Kensai wrote:Fair enough. But their sentiment is portrayed in the metric called "loyalty". Since it was 50% Greek 50% Turkish, the engine should have allowed a Greek ally who claims that place to return it to its ally and NOT its rival which is counter-intuitive.
Because the rebels haven't changed its ownership - what if these are rebels that want to take over control of the Ottoman Empire, perhaps lead by a rival claimant to the throne. Few of the leaders of the time would have accepted a local rebellion as changing ownership as they would then be at risk of the same.I don't understand why anyone should consider a region that his been rebellious for almost a decade... Ottoman owned. The problem is exactly the opposite: that the region is attributed Turkish when the Ottomans have failed in every attempt of theirs to regain it.
No the exploit is that Britain is able to enter Ottoman owned territory without declaring war.How? You can't annex any of those areas if they are not claimed, de jure, or objectives. Britain would never annex Dodecanese, Cyprus, and Crete for the same reason. The exploit is the fact that the Ottomans got these regions by the military expeditions of their rivals who magically had their armies teleported away...
I am fairly certain it was later than that, as I think they regained control at the time of the Balikesir incident.If am not mistaken, the Ottomans must have lost Crete since the beginning of our campaign (1850). By the way, the Prussian control of the island screws the scripted event of the second Cretan rebellion of 1866. I don't know if the guys did it on purpose or it was just a happy accident, but an exploit remains, as it doesn't portray the historical will of that population to unify with Greece.
Kensai wrote: as it doesn't portray the historical will of that population to unify with Greece.
I think you will find they were all allied with Prussia and lost prestige for not declaring war.Kensai wrote:Also we had messages (later) that some nations actually GOT prestige instead of losing it. Bavaria and Württemberg which were allies of Prussia but were not declared war on by Greece and Great Britain.
sagji wrote:I think you will find they were all allied with Prussia and lost prestige for not declaring war.
Austria was also allied with Prussia and lost prestige for not declaring war - in spite of declaring war on both Greece and Britain.
Kensai wrote:The Cretans in Crete, Baris, wanted Enosis as bad as their lives. The reason you didn't see the union was because in real life the Ottomans suppressed the Cretan revolt of 1866-69, as they had done 40 years earlier. Otherwise, it would have went the other way.
sagji wrote:After some investigation of fortress combat.
The retreat problem is in the log at hitting the faction AutoRetreat level. At which point then entire forces of the faction retreat. This is quite easy to hit when assaulting a well defended fortress. Furthermore if you hit it you will retreat - even if you won the assault and wiped the defender out.
I think the auto retreat needs to look at circumstances, and consider less extreme options - if you are relatively strong in the region then units should simply revert to defensive. This means an assault will stop when you take significant casualties but the siege will continue. Not sure if it would also apply to units reacting into adjacent areas, but if it does then that would also be an improvement.
While investigating I noticed some other issues.
The battle report reports based on the faction with the most senior general on that side - even if that faction never committed any troops to the battle. Similarly the report lists all elements present in the region not just those involved in the battle.
If there are too many elements to show there is no indication of there being excess elements.
Elements are often coloured for the "lead" faction - while combining elements of the same type form different factions to save space is good it also needs to show that this isn't a single faction item. I have also seen losses marked as the lead faction when the lead faction contributed no units to the combat, and didn't have any elements of that type present in the region.
Coastal artillery acts as if field artillery during the assault. Coastal guns are emplaced and have restricted arcs (essential part of being protected from shore bombardment) it is therefore unlikely that they will be able to fire on troops assaulting the rear of the fortress. There should be a significant chance of them not committing to a round of combat.
According to the logs when evaluating trying to continue the battle (when below the auto retreat) it compares relative faction power. This means that the presence of a powerful force with defend, or retreat, orders will help a weak stack decide to continue to attack a stronger enemy. When deciding if it should attack it should only consider units on offensive or higher orders (and should probably consider forces that can react in)
When deciding if it should retreat then total power in the region (not just faction power) should be used.
Allied forces don't work well together - if one ally does most of the fighting on day 1 then they may hit the auto retreat level, and because this is done for the faction the presence of a large allied force won't stop it whereas if the same force was of its own faction it would. Allied forces should probably not be considered at full but that may make the calculation messy.
Pocus wrote:We have an entry for that in the models database, called TargetType, it is either -1, 0 or 2. -1 (or NULL, the default value) means can fire at everything. 0 is land only, 2 is naval only. Perhaps it is not set correctly... or the code has a bug.
Pocus wrote:We have an entry for that in the models database, called TargetType, it is either -1, 0 or 2. -1 (or NULL, the default value) means can fire at everything. 0 is land only, 2 is naval only. Perhaps it is not set correctly... or the code has a bug.
James D Burns wrote:Not sure if this is a bug or a feature, but in my current game as the US I’ve run into a rather strange phenomena. It appears no taxes are required for my economy to survive. . . . California were discovered, I built the gold mines and turned down all tax levels to 1 except the excise tax, which I Had set to 13.. . . .. I suspect that I could turn off all my taxes and still stay in the green,
sagji wrote:Looking through the battle logs there is a table of unit stats at the start of each round. This lists ROF and initiative however both of these depend on range so vary within the round. Further looking at the battle details I can't see evidence of a unit getting any bonus for its RoF, certainly units with a RoF of 2 at the current range aren't listed twice nor is two results resolved in their shooting, nor any bonus listed for RoF.
Pocus wrote:James, taxes bring you only state funds, perhaps you don't need that much... Remember, your economy works on capital funds, that are earned by selling the products your economy produce... So you can very well have achieved a virtuous cycle here.
Militancy will raise eventually, even with low taxes. To reduces it you need to enact reforms.
PhilThib wrote:Code has bug, because entry for coastal guns target types is 2 (restricted to Naval Targets only)
Pocus wrote:Stake should much more reliably now triggers something. But you have to remember that (partly as a safeguard) no crisis can be triggered if the 2 nations have 25+ relationship).
So, remember this rule: contest stake has a use only if your relationship with the target is 24 or less. Perhaps a 'Send diplomatic insult' item would have its use!
Note: don't post new demands or remarks on this thread, use the newer one. Only post there in relation to this post, thanks.
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