Moriety wrote:Hi mate,
I understand the restrictions for the different cards! the problem is none of the cards are altering any of the values (SOI, MC, loyalty etc) when they should be.
I have written about it in the 1.03 thread we were talking on. BTW: I'd also like an overlay that showed by colour shading, the proportion of national population in colonies.
Generals: There are way way to few of them, period. I want the freedom to train as many as I feel I need. The retirement idea: the worst game design decision I've ever seen AGEOD do. (The invincible always replenished rebels the second).
Removing choice from players is never a good design decision. Why did they also remove the freedom for players to design their own Division composition? Another crazy decision that removes player choice and fun.
czert2 wrote:and one request - pls increase diplomat limit to 30 from low 20, because sometimes i forgot to use them, only to have waste them when come next batch,turn indicator how many remain before you get next batch (tooltip when ou hoover over them) will be nice.
Jim-NC wrote:A note on my difficulties with the Cubans. Somehow I was able to finally corner them and destroy them in Early May 1869. They didn't get 100% replacements that turn. I am not sure why/how they only got partial replacements that turn, and not the full group.
Kensai wrote:I think rebels work ok, considering that otherwise it might have been too easy. Rebels and partisans should be difficult to eradicate unless you achieve convincing and decisive victories (ie destroying entire elements). Doing so will eventually kill them all. Also, try to have every garrison in the provinces you own at offensive posture so they will try to chase them down if they retreat to one of your MCed areas. This what I did to speed up their defeat in the Boshin War.
Btw, President Grant assumed office in our Early June turn. Do not ask, I had nothing to do with it...
Generalissimo, is there a command to reset the regions of a nation as core and national? Japan is messed up after the Boshin War, I cannot build ports in certain regions because they are considered "colonial areas" even if they are on Honshu!!![]()
czert2 wrote:No card have SOI limitation. But many CP improving card need at lest 1% CP in that area to played, and to get CP in clear region you have other cards - like antopological/botanical expedition, prospectors, explorers, missionaries....
For card neededing MC - you have limitations here writen - like on military outpost. If card dont have it displayed, here is no limit on MC, it can be played on region indedendednt of MC. And MO improve MC, read it carefuly (by 15% IIRC).
Same with loayality colonist need it, but nearly all others no. And you have chief bribing (i think) which improve loaylaty by 2%.
Anf id you think here is one card which miss your desired efects, simply create it (by modifing existing, merging them..etc) and then you can add that card to RGD pool under includes directoty to desired nation (or to all to be fair) - but this will need starting of new game, since it is readed onyl when gam start.
To add it to running game, you need to create event for it, how ask someone else.
Jim-NC wrote:And I don't mind small units rebuilding. But when they get 15,000-20,000 replacements a turn, it gets a little difficult. My garrisons were 1 corps + attached units. They were attempting to fight 2 divisions that never died. So, it's not a "minor" problem, but a large problem in that case.
This is why I say let them replace a fixed amount of hits, not the entire force.
Pocus wrote:@Kensai: you can get back a region as national by adjusting its loyalty.
What happened to Sagji, he still plays?
Code: Select all
SelectRegion = $Toyama
SetLegitOwner = NULL
SelectRegion = $Nagoya
SetLegitOwner = NULL
SelectRegion = $Edo
SetLegitOwner = NULL
SelectRegion = $Hokaido
SetLegitOwner = NULL
Code: Select all
SelectFaction = $JAP
SelectRegion = $Nagoya
ChangeRgnOwner = REB
Pocus wrote:@Kensai: you can get back a region as national by adjusting its loyalty.
Jim-NC wrote:The Diplomat limit changes with your leader's stats. You can have 15, 25 or even 35 depending on your ruler.
Moriety wrote:Czert,
You dont understand, all the values are locked, and nothing will change them.
Just two examples;
Sakhalin.
[Russia/Japan] SOI- 2/0 (Russia) & 3/0 (Japan). CP- 35/30. Loyalty- 80/20. MC- 100% Japan. Development- 27%. Structures; Japan- Anchorage, Coal mine. Russia- Coal mine, Mission, Trading Post.
Population: Russian 32%, Siberian 59%, Japanese 9%
Primorie.
[Russia/China] SOI- 5/1 (Russia) & 0/0 (China). CP- 40/60. Loyalty- 75/25. MC- 75% Russia 25% China. Development- 25%. Structures. China- Coaling Station. Russia- Trading Post. Mission, Military Outpost.
Population: Russian 78%, Siberian 22%.
(I have troops in both provinces, neither China or Japan do).
As you can see, I should, and can play a few cards (no immigrants allowed though), but no matter what cards I play these values listed above never change, they are stuck!
In the Central Asia provinces of Bokhara, Khiva and Kokand I have never been able to play the immigrant card. CP is now 100% in Khiva, all are colonies, and I guess because of the major bugs Russia seems to suffer from they will always stay as colonies?
I've got a list of other bugs I've discovered playing as Russia and I'll post them tomorrow....![]()
czert2 wrote:I dont see problem here :
sachalin - japan is major power and you cant "steal" MC from him unless in war (despite you have bigger CP).
ror mines - they can have multiple ovnesr as thier numbers are only limited by resources avaivable in region (1 - 6 lines in circle), others like harbors are limed by one per pro, so first come fist serve.
primoroje - china, have bigger CP here, so it is considered owner of region, so you cantz steal MC here, only if you will have bigger CP here (but not absolutely sure).
for immigrants a) khiva - that you have anexed/colonized these regions and you have control over them doest mean they are LOAYAL to you, immigrants have minimal loayality needed (but you can always remove it from that card).
b)for primoroje/sachalin you need that game recognize them as yours, which is not this case (you lack cp and/or mc)
and no value is stuck, as told earlier - most card stops imprving CP after 30-35 , so you need try realy hard to have better CP than china in primoroje.
Which values you think are stuck ?
Loayality ? Dont expect it to change overnight without giving them reason to like you.
population composition ? well, without immigrants which improve your nationality here it will be realy hard.
Pocus wrote:I'm not too sure about what are the scripts involved here, but what I know is that, for revolts handled by the code, loyalty is super important. Undermine the loyalty base, and there should be less replacements. WHAM...
czert2 wrote:I dont see problem here :
sachalin - japan is major power and you cant "steal" MC from him unless in war (despite you have bigger CP).
ror mines - they can have multiple ovnesr as thier numbers are only limited by resources avaivable in region (1 - 6 lines in circle), others like harbors are limed by one per pro, so first come fist serve.
primoroje - china, have bigger CP here, so it is considered owner of region, so you cantz steal MC here, only if you will have bigger CP here (but not absolutely sure).
for immigrants a) khiva - that you have anexed/colonized these regions and you have control over them doest mean they are LOAYAL to you, immigrants have minimal loayality needed (but you can always remove it from that card).
b)for primoroje/sachalin you need that game recognize them as yours, which is not this case (you lack cp and/or mc)
and no value is stuck, as told earlier - most card stops imprving CP after 30-35 , so you need try realy hard to have better CP than china in primoroje.
Which values you think are stuck ?
Loayality ? Dont expect it to change overnight without giving them reason to like you.
population composition ? well, without immigrants which improve your nationality here it will be realy hard.
Moriety wrote:Thanks for the reply Czert.
Well, All the values are stuck except for MC (if I remove the troops from Primorie it will switch to 75% Chinese MC.)
I cannot place immigrants in any of the provinces in Central Asia or the disputed territories (except Ussuri) which means I cannot effect loyalty or population composition.
If I understand correctly, the SOI's that have a dynamic value (for instance 5/1) should alter other values over time?
The values I put in the previous post have stayed exactly the same for over 10 game years now, meaning they are somehow locked. How can they be shifted?
Why cant I place immigrants if I have 75% loyalty and 32% of the population in a province?
Why does China have MC in a province it has only 25% loyalty in against my 75%- A province I also have troops, loyalty majority & population in (she has no pop' or troops here), along with some structures. (She just has an anchorage!), yet I still cant send immigrants and despite the dynamic SOI it is stuck at 35% SOI. I have everything I need here to change the SOI beyond 35% surely? Yet I cant even send immigrants.
I did notice the manual states the Naval cards help plug the 35-50% gap but the tool tip shows they are good for only 20 & 25%.
So what am I not understanding here!
For the Central Asian provinces they have 100% population and 100% loyalty to their colonised tribal nation. Can I still annex them when it is like this? From what you say this is WAD? (Even though some of the cards should give you 5% loyalty, here they do not).
czert2 wrote:jup, SOI is dynamical value, it change over time (and it is random to some degree), all you need it to have protectorate/colony/dominion here to be able to incease SOI.
For 75% loaylity - are you sure you are OWNER of that prov ? If he belong china you cant send immigrants here, as told many times. Loayaity , even big, dont change prov owner ship to you after certain time (khiva is nice example, because thy are 100% loaylal to khiva - that will meaned that after certain time they will become independent, after you anexed them).
CP WILL increase over time, but you need to be - again - OWNER of that region + have it as protectorate or better, if you dont have it, CP can be increased only by playing cards and/or certain building like mission (but max CP for it is around 27%), trade post (no idea of max cp), school..etc.
Why china contol region in which you have better CP ? maby because he owned it BEFORE you get here bigger cp ? (including game start, if china controled that region from 600 AC (or at how date was china created?), you cant do much against it).
Swiching of ownership of region to you with bigger CP work only in unclaimed regions (owner none - black flag), or against tribal nations (some africa nations + some oceania nations) it DONT work against unorganized nations or better (like china).
Dont switch SOI with CP - they are totaly different things.
Majority of thinks you think are bugs, are simply not understanding of game mechanicks. But soem were sure bugs, like losing all units on alaska when was sold, poland becoming colony and few others.
Moriety wrote:Okay, I'll abandon the disputed territories. I have wasted thosends of gold playing cards on these provinces to no effect and built all structures the AI would allow. (Except for Ussuri which I have 100% CP in.). All provinces have a dynamic SOI in my favour, but no values are changing, as they are elsewhere- such as the tribal states and Siberia.
Annoyed I decided to colonise Ryuku. It is now a protectorate, despite Japan protesting.
Bugs/Errors:
1) The Edicts; I can currently repurchase the following Edicts/Acts (despite having already purchased them): No Children Work, Telecommunications network, Roads, Sewers and Drainage of Wetlands. (The card you use for Wetlands is broken anyway as mentioned before.)
2) Another event and info displaying as a text string: evt_nam_PRU_SpanishHohenzollern1870.
3) A correction. Railway lines failing to be drawn onto the map is also happening to AI placement. I've noticed if you build lines in every adjacent province the tracks will often then finally appear. The failure rate is actually about 50%, higher than I first thought.
Is anyone from Ageod reading and noting these reports btw? (I know I'm being ignored which is fine, I'm too old to care, but I still don't like wasting my time!).
powloon1 wrote:Would it be possible to check the Italian Unification Events.
In my current game the Garibaldi event has fired and he has successfully invaded and captured Sicily (I believe that this is further along the chain than some players get). Now he is just sitting there even though the Straits of Masseena are undefended and he outnumbers the Neoploitan army 4 to 1 in power terms. I believe for the last part of the unification chain to occur he must capture Naples which looks like it will never happen! This event was manually modified to get around the problem on the multiplayer game.
Also would it be possible to add a forced crises at the end of the treaty of Plombiers event chain. At the moment I don't believe that the Austrian AI will ever attack as it can 'see' that S-P has a defensive alliance with France. If there was a forced crises at the end of the chain it would enable the player the choice to escalate to a full war or back down (which would avoid hard coding the 1859 war to occur)
Moriety wrote:Bugs/Errors:
1) The Edicts; I can currently repurchase the following Edicts/Acts (despite having already purchased them): No Children Work, Telecommunications network, Roads, Sewers and Drainage of Wetlands. (The card you use for Wetlands is broken anyway as mentioned before.)
3) A correction. Railway lines failing to be drawn onto the map is also happening to AI placement. I've noticed if you build lines in every adjacent province the tracks will often then finally appear. The failure rate is actually about 50%, higher than I first thought.
I dropped out of the MP due to lack of time. I occasionally visit the forums, and if you want me to look at something that should be possible - best to PM me.Pocus wrote:What happened to Sagji, he still plays?
czert2 wrote:have some ideas:
2.add option improve relations, as oposite to degrate relations, since state visit dont work every time.
3. for land leaders add option to engage/pursuit enemy - will work during whole way, starting regin, moved and destination too, similiar to naval engae/intercep
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