Narmorce
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Prussia pinching protectorates

Wed Dec 12, 2012 1:15 pm

I don't know if anyone else has experienced this, but I've found several times that the game engine seems to do some strange things with colonising.

I'm playing Great Britain, and I've just reached 1885. About ten years ago I got a surprising message that I was building a governor's residence in Fiji, even though I was sure I hadn't played a colonising card and I hadn't received any event message. Almost at the same time I found myself building one in Kuala Lumpur for the new colony of Malaya, and that definitely wasn't my doing.

Then about 6 years ago the Walvis Bay event fired, and I found myself in control of that little territory and in an awkward war with the Namib, neither of which had been desired, wondering who was playing Britain, myself or the computer. I built a depot and fort there. Then two years later I got the surprising news that Prussia had seized depot, fort and harbour. It, together with the rest of Namibia, was suddenly a Prussian protectorate. A piece of land that I had not especially wanted in the first place was now taken from me, with no crisis, conference or event to explain it, leaving me with an ongoing casus belli against Prussia and an annoying ongoing but undeclared war with the Namib (who have crossed over into South Africa causing no small headache, particularly as my armies with attack postures seem very reluctant to engage them).

Now, it has just hit January 1885, and I suddenly find that the Prussians have done it again. Dar-Es-Salam and two other mainland provinces, together with Zanzibar, that have been British Protectorates for 15 and 35 years respectively, are now Prussian.

Any explanations or cures?

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Vezina
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Wed Dec 12, 2012 2:00 pm

Certain nations have colonies that they will receive by event at the historical time of their colonization such as Dar-es-Salam for Prussia, Fiji for GB, and Cambodia for France, among many others. Unfortunately, the event doesn't check to see if the colony is already colonized. So, without a scripted event of your own, you basically need to go to war to get them back.

czert2
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Wed Dec 12, 2012 2:25 pm

Well i think that it will be needed to add to events checks if anyone have colony here to prevent stoling of them.

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Kensai
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Wed Dec 12, 2012 2:54 pm

This can be the case. I could manually change the events and submit the changes to Pocus. Actually, with some help we could do it for all problematic events (Garibaldi, etc). :)
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Narmorce
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Thu Dec 13, 2012 2:54 am

Apart from the various economic ones, such as gold rushes, I'm not so sure I like events in this game. There is an inherent tension between events based on real history and the fact that in a game we embark on an alternative path the second we hit 'next turn' for the first time. At one point I received a casus belli against Afghanistan even though they were a protectorate at the time because in the real world there had been a diplomatic incident in that month. That's in addition to suddenly gaining or loosing colonies - unless there's a particular gameplay reason (like forcing Prussia/Germany to colonise) I would have thought the SOI system was enough to determine both player and AI colonising strategies.

I seem to remember Paradox had historical events in its first two EU titles but then dropped them for more generic ones for this very reason.

Other than going back a turn and removing the relevant events from the German game folder, is there anyway to revert the four provinces into British Protectorates?

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Sir Garnet
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Thu Dec 13, 2012 6:52 am

Kensai wrote:This can be the case. I could manually change the events and submit the changes to Pocus. Actually, with some help we could do it for all problematic events (Garibaldi, etc). :)


That would be a fix benefiting all players of the game.

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Jim-NC
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Thu Dec 13, 2012 12:13 pm

Narmorce wrote:Apart from the various economic ones, such as gold rushes, I'm not so sure I like events in this game. There is an inherent tension between events based on real history and the fact that in a game we embark on an alternative path the second we hit 'next turn' for the first time. At one point I received a casus belli against Afghanistan even though they were a protectorate at the time because in the real world there had been a diplomatic incident in that month. That's in addition to suddenly gaining or loosing colonies - unless there's a particular gameplay reason (like forcing Prussia/Germany to colonise) I would have thought the SOI system was enough to determine both player and AI colonising strategies.

I seem to remember Paradox had historical events in its first two EU titles but then dropped them for more generic ones for this very reason.

Other than going back a turn and removing the relevant events from the German game folder, is there anyway to revert the four provinces into British Protectorates?


You could try a correcting script. Something that would change colonial status.
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Kensai
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Thu Dec 13, 2012 12:26 pm

To paraphrase what Philippe once said: the less you divert from real life history, the more the game will run smoothly and events as expected. Actually, I like this approach. OK, the game allows for sandbox mode (no negative SOIs, extended claims, etc) but I think that is safe only if you play in a multiplayer or you know how to correct inconsistencies through scripts. Some people do not have fun when they have to repeat history, they want to rewrite it. This is a fair point, but you need to understand the origins of PON and all AGEOD titles. They are essentially war games, AGE 3 added some economic/diplomatic chrome on top. It would be a huge work add complex conditions in all events. It is feasible, but probably not worth it except for 2-3 major nations with known "buggy event chains".

I think that to have fun in the game you need to: play it as close to history until you reach 1910 and then have an alternate reality WWI. This way most events will fire appropriately and you will have your chance to change history. Remember, to reenact correctly history it is still a valid challenge for some! And it's actually more difficult than you think as you will be playing with personally set constrains. ;)
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Narmorce
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Fri Dec 14, 2012 3:53 am

To a large extent I agree with you, but that doesn't remove the tension between the freedom given the player to modify history and some of the events. Domestic and economic events are fine, but when it comes to international expansion and colonial politics I think you have to take one of two paths. Either you allow the player to play their own game within historical constraints, which I think the SOI system does well - players are more or less funnelled into their country's historical colonial areas but some freedom is allowed for the player to simulate colonial conflicts such as The Great Game or the Scramble for Africa. Alternatively you have a purely event driven system where there is no player controlled expansion as such - colonial territories are brought into the fold when and where they did so historically through events, and the player's role is to fight and win the historical wars that were fought at the time, so you know that come 1879 Britain is going to be fighting the Zulu.

As an example, I've declared a protectorate in Hawaii. I did this for strategic and economic reasons, and because Britain had a positive SOI there. The declaration led to a crisis with the United States which I won. I do not want to see a situation where, come 1898, the Islands are handed to the US because in RL that's when a series of historical events that had more or less begun five years earlier lead to the US annexation.

On another note, how do I run a correcting script?

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