czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

few questions

Mon Nov 05, 2012 12:54 pm

1. why militio corps dont work as "pacifiers" (or how to call them),when i have have garisoned other regular troops, they act ok. Using them as garrison to stategic cities (khiva capital and few others), but milita stationed here dont turn them to white name, it remain black, regular units are figting on front or guarding much more important fronts.

others will come :) .

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Mon Nov 05, 2012 6:29 pm

I think you are asking why militia don't give you control of a region? I am not sure about PON, but in most other AGEOD games, strategic cities must be garrisoned by front line troops until you get a certain level of loyalty (usually 50% or better). Thus a Militia corps may not allow full control of the region.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Mon Nov 05, 2012 10:11 pm

I have full MC over that regions, problem is with loayality - it is 100% to khiva and not me (so no generating prestige without garrisoned troops), need to garrison them with line make some sense, so that constrips/reserves will work ?
But where to get normal line troops ? All my regulat troops fighting enemys, it is posibkle to replace them with militia coprs, but this way my compat power suffer :( .

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Mon Nov 05, 2012 11:16 pm

Some of your militia units will upgrade to regular infantry over time. Or you put the militia in the front line, and send some troops back (but as you point out, this will lower your combat power). May I suggest raising a few small brigades of regular troops (like the 1 inf/ 1 lt. cav or 2 inf) for garrison duties? They are too small to effective fight with your front line troops, but they will work great as garrisons.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Tue Nov 06, 2012 2:20 pm

hehe, but from many separate brigades/divisions i made look-like corps and send them front, and how many brigades i need to garrison cities to generate points ? is is 1 enough ? or need more ?

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Tue Nov 06, 2012 8:59 pm

and here coems more :
2. why im unable to promote certain leader, i make sure he is promotable (promte = yes, max rank 2 and he si rank 1), even lovered his seniority to be sure he will acumulaet enought of them to get pomoted, but it is imposible. It is because he have colonial trait ?

3. how to play different nation from current game ? I want to help ai (want help britain to reclaim back all teritories lost due to indian mutiny and losing that war).

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Wed Nov 07, 2012 2:14 am

It is my understanding that 1 brigade is enough of a garrison (as long as they are line infantry).

The leaders have hard limits as to how high you can promote. Your general may not have a model for the next level. Assuming this is the problem, then it could be something else. I am fairly certain that I was able to promote one of the colonial leaders from rank 1 to 2 (but I am getting old, and sometimes my memory fogs over).

There is a way to access the AI files for the game. You should look at the load screen, where you will see a computer looking icon. If you hover over it, it says "AI nation files" or the equivalent. You click it, and there are the AI last turn files for your game.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Wed Nov 07, 2012 3:07 pm

I dont think i made mistake with posibility to promotion, i prevously made promotions posible for generals which have no upgarde model. And he is no need for upgrade model, unless you want to change some stats/pic/traits, all you need is to write promotable = yes + setig max rank to desired lvl (2 or 3, but for lvl 3 is allways made upgrade model, as with rank 3 come some CIC skill).

For load screen, i know about ai nation files, but even i click on it, it display no more files o load :( .

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Thu Nov 08, 2012 12:07 am

czert2 wrote:I have full MC over that regions, problem is with loayality - it is 100% to khiva and not me (so no generating prestige without garrisoned troops), need to garrison them with line make some sense, so that constrips/reserves will work ?
But where to get normal line troops ? All my regulat troops fighting enemys, it is posibkle to replace them with militia coprs, but this way my compat power suffer :( .


We discussed Khiva in the other thread, I'm sure it was you who told me that the loyalty will never change.
To get full control of a strategic city I think it must have regular troops stationed there.

Now,
My question, what exactly are the Military Police meant to do?!
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Thu Nov 08, 2012 2:22 am

Moriety wrote:We discussed Khiva in the other thread, I'm sure it was you who told me that the loyalty will never change.
To get full control of a strategic city I think it must have regular troops stationed there.

Now,
My question, what exactly are the Military Police meant to do?!


I i remember it rigt, i told that loaylity is HARD to change, it need some decions/events (or very long time) :) . And i know that once you have more than 50% loaylity you dont need garrison to generate prestige points.

MP is mainly for reducing revolt risk, more effective than cavalary (which is nicely effective compared to foot troops).

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Thu Nov 08, 2012 3:08 am

They also help raise your contentment in the regions they are in (applies to national regions).
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Thu Nov 08, 2012 5:32 pm

at which time canceling of selfdorm fire for russia ? what is needed ? i have it in prevous game, but dont recall time.

User avatar
Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Fri Nov 09, 2012 12:16 am

Should be late 50s if memory serves well.
Care to unify Germany as Austria? Recreate the Holy Roman Empire of the 20th Century:
Großdeutschland Mod
Are you tough enough to impersonate the Shogun and defy the Westerners? Prove it:
Shogun Defiance Mod (completed AAR)

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Fri Nov 09, 2012 12:59 am

Ah! Cheers for the replies.
Moscow is constantly on strike and has a contentment of just 26%, so now I know where to send the MP's, and where NOT to build important industry, despite the AI always suggesting factories be constructed there...... :)
(I was unsure of their role because at the start of the game the three MP units are all placed inside Army Groups).

I have a couple of (very possibly very newbie) questions;

1) How can I find out if my shipping in the Maritime trade boxes cannot cope with my import demands set in the Assets balance box?
2) Prospectors: How do you know when there really isn't anything to be discovered in a province? You can play this card forever on a single province, the AI never blocks you.
3) Is there anyway to cancel sales that I set by trade region, other than going to each region and cancelling them?
(Is any modder working on a single point where you can set sales nationally, or am I misunderstanding how to do sales?)
I am very confused by the buttons that allow you to reserve a % of production for your nation as I dont know if it automatically ensures all needs are met, and if it then automatically attempts to sell the surplus once the needs are met. Trade: It's confusing... :)
4) What does increasing the size of a naval port actually do? I noticed that the build times of ships stay the same after an upgrade.
Thanks!
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Fri Nov 09, 2012 2:10 am

1. Your ships (no matter how few) carry all your trade orders. A larger fleet in a MTB allows you a better chance to get the goods you want.
2. Currently you don't know (so you can waste a lot of prospector cards finding out).
3. You need to go to each region to make or cancel sales. The shift button allows you to change your buy or sell orders in 10 unit increments. The % sales is how much of your stock you are trying to sell to your population. The number of units is the amount you are selling (you see this when you hover over each commodity). You need to manually set up sales, the game won't set them up. You may or may not be meeting the needs of your citizens with what you are selling. Generally speaking, you don't satisfy their demands for luxury goods for example until you build cars/electrical/planes. When you hover over a commodity it says how many you are selling to your nation, and what group it belongs to, and how many of that group you are selling to your nation.
4. Larger size Naval harbor allow you to build bigger ships (they have a build limit). Regular harbors store supplies, a bigger harbor allows more supplies to store there.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Fri Nov 09, 2012 3:29 am

Kensai wrote:Should be late 50s if memory serves well.


It is 1861 :) , event fired just few turns ago, and i was looked at date at events :) .

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Fri Nov 09, 2012 3:36 am

for prospectors :
welll i use them ONLY for increasing CP to other regions (up to thier 20% limit, then play other card to increase CP). You dont need to play prospectors to find more resourfes, they are automaticaly find over time as CP/Development of given region increase with time (and as witen, yo u need minimaly protectorate to auto increse CP with time) and better roads increase speed of developing of region, Railroad is best.

harbors/naval base
increasing thier size still pays off, it not only increase your naval pool (for transporting suplies/units over water), but increase range at which they can distibute suplies and amount of them. NB have 2x bigger suply range (or capacity, not sure, but 2x modifier is here, just look on stuctures) than harbor.

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Fri Nov 09, 2012 3:42 am

Jim-NC wrote:1. Your ships (no matter how few) carry all your trade orders. A larger fleet in a MTB allows you a better chance to get the goods you want.
2. Currently you don't know (so you can waste a lot of prospector cards finding out).
3. You need to go to each region to make or cancel sales. The shift button allows you to change your buy or sell orders in 10 unit increments. The % sales is how much of your stock you are trying to sell to your population. The number of units is the amount you are selling (you see this when you hover over each commodity). You need to manually set up sales, the game won't set them up. You may or may not be meeting the needs of your citizens with what you are selling. Generally speaking, you don't satisfy their demands for luxury goods for example until you build cars/electrical/planes. When you hover over a commodity it says how many you are selling to your nation, and what group it belongs to, and how many of that group you are selling to your nation.
4. Larger size Naval harbor allow you to build bigger ships (they have a build limit). Regular harbors store supplies, a bigger harbor allows more supplies to store there.


Excellent replies, thanks mate!
I'll start expanding the Naval bases. What level should I get them to? (All 4 are currently level 6).
The Prospector card is badly done then, as a test I earlier set the success chance to 90% and played them twice on 4 provinces. All yielded zilch, but I can of course play the card on the same province again and again, without really knowing if there is a resource to be discovered.

Okey dokey, the trade is REALLY as complicated as I thought. If you factor in potential future upgrades to industry, Strikes, increasing population, fluctuating world demand and sales, Wars etc, this economic model is designed about as complicated as a developer could have possibly made it. Oh dear.

Here's what I'd like :)
A single summary economy screen.
One line per commodity. 8 boxes on the line.
In order
1) Image of product
2) Amount produced (number)
3) Amount needed (number)
4) A tick box to auto-lock Amount needed. (AI handles fluctuations)
5) A storage box to retain a reserve if desired (over the amount needed) (enter amount to be stored)
6) A tick box to allow the AI to attempt to auto sell surpluses.
7) A tick box to allow the AI to attempt to auto buy deficits.
8) A box showing a value if AI couldn't obtain amount needed the previous turn (shows the shortfall)

Simple!

The maritime boxes (a great idea) all remain, the trade system and world market is still exactly the same, it just removes the extreme micro-management in an economic model that has different parameters every game turn, but still allows the player to use the current system if no boxes are ticked or values entered (for those that enjoy it). :)

@Czert2
Thanks for your reply. I do think the Prospector card needs to be reworked. As we may say in the UK "It doesn't do what it says on the tin" ie: You'd expect a prospector to, well, look for resources and then report back if none are found :)
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Sun Nov 11, 2012 11:27 pm

and another - how do dicover lakes ares in africa ? explorers dont work, and having black spane on otherwise explored space is not nice.

powloon1
Lieutenant
Posts: 122
Joined: Wed Oct 17, 2012 2:27 pm

Mon Nov 12, 2012 10:35 am

Moriety wrote:I do think the Prospector card needs to be reworked. As we may say in the UK "It doesn't do what it says on the tin" ie: You'd expect a prospector to, well, look for resources and then report back if none are found :)


I think they have already attempted to do something similar here is an extract from the 1.02 change log

new: Can't play prospectors in region where there is no hidden resources.


Basically from the way I read it the region should not be highligted if the prospector card is chosen and no resources remain to be found. This is definately not working. In my current game My prospectors are in Ogaden in Somalia and all the surrounding regions are available for prospecting even though I know from examining the game files that over half of the surrounding provinces contain no resources.

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Mon Nov 12, 2012 2:31 pm

powloon1 wrote:I think they have already attempted to do something similar here is an extract from the 1.02 change log



Basically from the way I read it the region should not be highligted if the prospector card is chosen and no resources remain to be found. This is definately not working. In my current game My prospectors are in Ogaden in Somalia and all the surrounding regions are available for prospecting even though I know from examining the game files that over half of the surrounding provinces contain no resources.


Yep, it is definitely broken then. I've played the card about 15 times in just one province. (one of the Eastern Siberian provinces). You've just given me a handy heads-up on Somalia as well, I've got Russian troops with an explorer and prospector landing there next turn :)
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

powloon1
Lieutenant
Posts: 122
Joined: Wed Oct 17, 2012 2:27 pm

Mon Nov 12, 2012 5:07 pm

Moriety wrote:Yep, it is definitely broken then. I've played the card about 15 times in just one province. (one of the Eastern Siberian provinces). You've just given me a handy heads-up on Somalia as well, I've got Russian troops with an explorer and prospector landing there next turn :)


Hope you are not expecting Somalia to turn up a bevy of riches it really is a barren wasteland in this game :) (other than the opium resource in Mogadishu and a smattering of hidden coffee). Interesting alternative reality with Russian troops landing in the horn of Africa are you playing the full or 1880 campaign?

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Mon Nov 12, 2012 8:31 pm

powloon1 wrote:Hope you are not expecting Somalia to turn up a bevy of riches it really is a barren wasteland in this game :) (other than the opium resource in Mogadishu and a smattering of hidden coffee). Interesting alternative reality with Russian troops landing in the horn of Africa are you playing the full or 1880 campaign?


I'm playing the "SOI's off" version of the 1850 campaign.
There is some really really weird stuff going on there.
One province has 100% Omani MC, but they have no troops and no structures in the province at all. My Army of 600-ish power couldn't shift the MC.
I cannot build any structures at all in any province, despite meeting requirements.
Back on the mainland I had to delete 5 depots before the AI would allow me the option to build a new one.

I'm starting to think the game has some sort of coding decay overtime and things just get frozen or locked.
I've had the Debug mode on and have got error messages regarding ChangeRgnOwner for ZAN and TRN. Something is very wrong in the game.
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

User avatar
loki100
AGEod Guard of Honor
Posts: 2401
Joined: Sun Aug 14, 2011 4:15 pm
Location: Caithness
Contact: Website Twitter

Mon Nov 12, 2012 8:55 pm

in this case it is just possible there is a force there that you cannot detect and that is holding up their MC? This has been reported a few times as part of the frustrations that British players have in taking over Burma.

can you tag switch to Oman and check as that *might* be the explanation.

also I'm finding in my current game, doing the colonial game by the slow and steady approach (build up CP etc) is actually as effective as crashing in with an army right at the start.

StephenT
Sergeant
Posts: 88
Joined: Fri Sep 24, 2010 3:14 pm

Mon Nov 12, 2012 9:18 pm

powloon1 wrote:Interesting alternative reality with Russian troops landing in the horn of Africa
Fun fact: it's less 'alternative' than you think. The Russians really did have a colony in the Horn of Africa, set up in 1889 at Sagallo on the Gulf of Tajura (modern Djibouti), with mostly Cossacks as the colonists. They had hopes of dominating the whole of East Africa the way an earlier generation of Cossacks had conquered Siberia.

Unfortunately for them, the French objected to their presence and sent gunboats to eject the Russians by force (five of them were killed). The Tsar disowned the colonists, claiming they were "unauthorised" - even though they'd been transported to Africa in a ship of the Russian Navy - and the colony was abandoned within a year of its foundation.

User avatar
loki100
AGEod Guard of Honor
Posts: 2401
Joined: Sun Aug 14, 2011 4:15 pm
Location: Caithness
Contact: Website Twitter

Tue Nov 13, 2012 9:22 am

StephenT wrote:Fun fact: it's less 'alternative' than you think. The Russians really did have a colony in the Horn of Africa, set up in 1889 at Sagallo on the Gulf of Tajura (modern Djibouti), with mostly Cossacks as the colonists. They had hopes of dominating the whole of East Africa the way an earlier generation of Cossacks had conquered Siberia.

Unfortunately for them, the French objected to their presence and sent gunboats to eject the Russians by force (five of them were killed). The Tsar disowned the colonists, claiming they were "unauthorised" - even though they'd been transported to Africa in a ship of the Russian Navy - and the colony was abandoned within a year of its foundation.


also Russian advisers were present with the Ethiopian forces at Adwa. The Tsar at that time was making a lot of the unity of the Orthodox religions (in part as he was angling for another reason to attack the Ottomans). So in PoN parlance, Russia should 'offer support' to Ethiopia.

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Thu Nov 15, 2012 7:29 pm

1. still no idea how do discover lakes in africa ? If it is not posible, will ageod make hardcide that oce you discover say more than 50% of all neighboring regions of that lake, it will become auto discovered ? (unist simply builded boats and rided acros late to explore him :) ).
2. how to make screenshot - in which program - and how to put him on forum ? When i make screenshot using gadwin printscreen i only get black screen with only cursor taken.

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Fri Nov 16, 2012 2:36 am

I use the print screen button, then paste into MS Paint. Then save the picture and upload to the forums.

Don't know about lakes.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Sun Nov 18, 2012 1:57 am

I have a question:

The "convert into" buttons on the F4 Economy screen.
When I press one of these buttons, the button goes in and then back out, nothing changes, no colour difference, no tick or cross, nothing. So how do I find out if each button is on or off?
(I have a problem with supply reaching my African colonies and want to get more supply onto the map to see if any reaches Africa, at the moment only a trickle is reaching the two forts and two naval bases there.)
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Sun Nov 18, 2012 4:23 am

When you click on it, you can tell if it's working by looking at the resources it effects. If for example, you are converting gold and gems to state funds, then you would see a line that says "-4 conversion". This means you are converting 4 gold to state funds. You can also look at the state funds to see that it will say "48 conversion" meaning you gained 48 money from conversion. You want to look at the line where you see craftsman production (the same place you see how much you are selling to your population). You want to hover over the supply resource to see if you are converting supply.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

Return to “Pride of Nations”

Who is online

Users browsing this forum: No registered users and 7 guests