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Jim-NC
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Fri Mar 01, 2013 12:04 pm

Vezina wrote:It more than likely adds one to the pool of battleship squadrons you have. That's the way the direct upgrade techs usually work.


Either that, or you get some sort of pre-dreadnought type ship. I have it, but haven't invested in it yet (haven't tried to see the difference in force pool).
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Soulstrider
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Fri Mar 01, 2013 12:40 pm

lukasberger wrote:Opened a new thread, attempting to recruit a new player to take over the OE and relieve Sir Garnet from his extra duties.

Also added threads to the main PON forum publicizing the openings in this game and the new game.

http://www.ageod-forum.com/showthread.php?28576-Players-Wanted-New-PON-Multiplayer-Game-quot-World-in-Conflict-quot

http://www.ageod-forum.com/showthread.php?28575-New-Players-Wanted-For-The-Massive-PON-PBEM-quot-Conflict-in-Europe-quot


Make one in the Paradox forum since there are plenty of potential players there.

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lukasberger
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Fri Mar 01, 2013 5:16 pm

Soulstrider wrote:Make one in the Paradox forum since there are plenty of potential players there.


Good idea, will do so.

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bjfagan
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Fri Mar 01, 2013 8:33 pm

Vezina wrote:It more than likely adds one to the pool of battleship squadrons you have. That's the way the direct upgrade techs usually work.


You won't get any new type of unit with the Battleships tech. It does turn the old screw battleship icon into a new ironclad battleship icon in the construciton pool window. I believe it gave a some more ships too, as Vezina stated.

Early July 1874

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Jim-NC
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Sat Mar 02, 2013 12:18 am

I can now build Steel Battleships (they are in my force pool). They cost 300 steel for a squadron. I didn't notice if I could build them before or not, but my force pool now reflects battleships.

@ bjfagan - did you add the 2 scripts (1874 prisoner exchange and money transfer to Ottoman Empire)? I know Kensai did.
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bjfagan
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Sat Mar 02, 2013 12:01 pm

Jim-NC wrote:
@ bjfagan - did you add the 2 scripts (1874 prisoner exchange and money transfer to Ottoman Empire)? I know Kensai did.


No, sorry. I did not know there were outstanding scripts.

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Kensai
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Sat Mar 02, 2013 1:17 pm

Battleships idea or Early Battleships tech should give access to steel battleships indeed. I was expecting it to happen some years later but I believe it was more or less this date that it happened in real life anyway, so it makes sense in our alternate reality as well.

Good to know the ships cost a lot of steel now, the new executable works as intended. :)
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bjfagan
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Sat Mar 02, 2013 6:46 pm

Jim-NC wrote:I can now build Steel Battleships (they are in my force pool). They cost 300 steel for a squadron. I didn't notice if I could build them before or not, but my force pool now reflects battleships.


How did the British jump ahead of the Germans in technology?

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Kensai
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Sat Mar 02, 2013 7:52 pm

IIRC (from the one turn I played GBR not long ago), the British had tons of money (state funds) to invest on all R&D projects at once. I have no idea how the next player(s) played that potential. Also, sometimes it is sheer luck as "ideas" (that unlock "techs" to be invested) become known by mere chance and some nations have a head start in investing new branches of technology.
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bjfagan
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Sat Mar 02, 2013 9:01 pm

Kensai wrote:IIRC (from the one turn I played GBR not long ago), the British had tons of money (state funds) to invest on all R&D projects at once. I have no idea how the next player(s) played that potential. Also, sometimes it is sheer luck as "ideas" (that unlock "techs" to be invested) become known by mere chance and some nations have a head start in investing new branches of technology.


It must have been luck then, because I have been dumping lots of money into research too.

Late July 1874 with the scripts.

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Jim-NC
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Sun Mar 03, 2013 2:05 am

I just recently got the tech "Early Battleship". This allows the production of battle ships (at the aforementioned 300 steel per squadron).
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bjfagan
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Sun Mar 03, 2013 9:12 pm

Early August 1874

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Sir Garnet
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Sun Mar 03, 2013 10:34 pm

1. According to the official tooltip, the Ottoman Empire trains 0 diplomats twice per year, and can keep a maximum of 5. Though a great imperialist, the Sultan's diplomacy and administration are too low so the OE will have no diplomats for the lifetime of the current ruler. Much like China's situation until remediated by script, which with some ironic element eneabled China to start the war putting the OE in this position.

Was there any resolution on allowing a scripted response to triggered CBs for countries without any diplomatic allocation? Otherwise the OE is somewhat stuck.



2. In peaceful South America, Rio de Janeiro gained a level and it was noticed incidentally that a new city was founded in Ico in the north. Why people would want to live there was not explained. It might have to do with the arrival of optimistic land-hungry immigrants. Overzealous tax officials in Arucau seized Belgian facilities for irregularities, and it is expected this misguided burst of administrative zeal will be corrected.

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nemethand
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Mon Mar 04, 2013 9:17 am

Sir Garnet wrote:1. According to the official tooltip, the Ottoman Empire trains 0 diplomats twice per year, and can keep a maximum of 5. Though a great imperialist, the Sultan's diplomacy and administration are too low so the OE will have no diplomats for the lifetime of the current ruler. Much like China's situation until remediated by script, which with some ironic element eneabled China to start the war putting the OE in this position.

Was there any resolution on allowing a scripted response to triggered CBs for countries without any diplomatic allocation? Otherwise the OE is somewhat stuck.


Maybe PhilThib could confirm whether the mechanism and ist result, 0 diplomats, i.e. basically no diplomatic activity for the Ottomans, is WAD.

I am still of the opinion that in an MP game, a set of minimum number of diplomats should be allocated periodically.

******

Could the host pls run the follwoing script (return of a gems' mine in Prague)

Code: Select all


SelectFaction = $CMN
SelectRegion = $Prague
StartEvent = Return of Russian Gem's mine (Aug 1874)|1|1|NULL|NULL|$Prague|NULL
Actions

SelectFaction = $AUS
SelectRegion = $Boehmen
RemoveStructure = ByDefUID $Gems2;RANDOM;SINGLEFAC
SelectFaction = $RUS
SelectRegion = $Boehmen
CreateStruc
SetType = $Gems2
SetName = Bohemian Finest
Apply

SelectFaction = $RUS
ChangeResStock = $merDiplomat;-1
EndEvent


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lukasberger
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Mon Mar 04, 2013 9:28 am

nemethand wrote:I am still of the opinion that in an MP game, a set of minimum number of diplomats should be allocated periodically.


Yup, same here.

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Kensai
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Mon Mar 04, 2013 10:59 am

Sir Garnet wrote:1. According to the official tooltip, the Ottoman Empire trains 0 diplomats twice per year, and can keep a maximum of 5. Though a great imperialist, the Sultan's diplomacy and administration are too low so the OE will have no diplomats for the lifetime of the current ruler. Much like China's situation until remediated by script, which with some ironic element eneabled China to start the war putting the OE in this position.

Was there any resolution on allowing a scripted response to triggered CBs for countries without any diplomatic allocation? Otherwise the OE is somewhat stuck.


There is a difference though (in respect to China, for example). China was stuck with figurehead Emperors up to 1909 or so, meaning almost all of the game (which was historically inaccurate too as Cixi was the real power behind!). On the other hand the Ottomans will have relatively soon a new Sultan. I do not know what happened with the current one, but certainly TUR could begin diplomatic relations. So no, I do not think it needs fixing, it needs patience. Japan used to have a handful of diplomats (which is as much as 0 for the level of league Japan plays) for almost 20 years.

0 Diplomats leave you little initiative, but it doesn't mean you cannot accept in-game diplomacy actions started by others. Since most players are human, this is hardly a problem.

Could the host pls run the follwoing script (return of a gems' mine in Prague)


I may have lost count how many times I have run a similar script. What's the current relations value between AUS and RUS?
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nemethand
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Mon Mar 04, 2013 11:35 am

Kensai wrote:I may have lost count how many times I have run a similar script. What's the current relations value between AUS and RUS?


Hehe, it is around -50. So, I am saving diplomats to be able to pay the price.

Funny thing, though, that during the war the mine was not confiscated at all, it remained Russian for the whole duration and on concluding peace (!) it was seized. :blink:

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Kensai
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Mon Mar 04, 2013 1:36 pm

If it is -50 we should not run it as the probability of going back to Austrian with such bad relations is extremely high. As a general rule, we should not pass any kind of "swap" unless the relations are cordial (+25) and above with a tendency of rising... unless one of the parts is trying to create an incident! ;)
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nemethand
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Mon Mar 04, 2013 1:48 pm

Kensai wrote:If it is -50 we should not run it as the probability of going back to Austrian with such bad relations is extremely high. As a general rule, we should not pass any kind of "swap" unless the relations are cordial (+25) and above with a tendency of rising... unless one of the parts is trying to create an incident! ;)


To be honest, I have no idea why relations are so bad - maybe the passing of Arabia to Russia under the in game peace treaty? No idea. Arabia will be returned to Austria asap, it was only needed so that AUS may offer peace.

Anyway, as I said, this mine has constantly been Russian, and I am willing to pay the 1 diplomat price for each and every transfer. Like you said somewhere above, obviously, the AUS public dislikes the Russian for waging and winning a war against them, but the governments see farther than that, they agreed to apply and observe certain terms to cement relations.

Finally, it would have been fine if the mine had been confiscated during the war but at the conclusion of peace? Hardly realistic. Obviously, the Russian request would have been the same.

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Sir Garnet
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Mon Mar 04, 2013 2:41 pm

Kensai, the point is that lack of diplomats prevents saving for response to CBs, like the one sprung by China. There is some irony in Abdulaziz having 8 Imperialism and no diplomats. As you say, the OE might use another country's spare diplomats to communicate such essential matters as DOW on a penalty CB.

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Kensai
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Mon Mar 04, 2013 5:00 pm

nemethand, there was war between AUStria and RUSsia, wasn't there? It is normal that relations will be bad after anything but a white peace. Since Russia demanded something (Arabia), the other side (the Austrians) doesn't exactly love your avatar country. If you demanded less stuff it would have been better, maximizing the claim-potential of the warscore leaves relations sour. ;)

Sir Garnet, which is working as designed as it abstracts the passivity of the Ottoman Empire in responding to such casus. Under another Sultan it would have been better. This one is a weakling in diplomacy (starting actions or helping alliances). Patience until the next one comes.
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Jim-NC
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Mon Mar 04, 2013 6:01 pm

I have noticed that a lot of structures appear to flip after a peace. For some reason, it appears that the game engine "captures" (I am not sure what term to use) former enemy structures in your lands as part of peace. When I was Spain, and fought Austria, they got my tradeposts in Arabia when we declared peace, and only when we declared peace (they were scripted back to me). Now, the Russians have gained a mine after peace is declared. As Spain, when I had the phony war with America, I lost a tradepost after peace. I have further noticed that the structure is not necessarily captured during the war. In fact sometimes it is not captured at all.

This may be a way for the game to return "captured" enemy structures, and probably is a WAD. For example, France is holding quite a few German territories in the current war. If peace happened right now, the German lands would become German again (and France would have to leave). The game would switch all French structures to Germany in the German territories (even those that we not captured by the French in the war).

This means that you can only invest in countries that you plan to never go to war with. If you go to war with them, you will lose your structure.
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Ojodeaguila
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Mon Mar 04, 2013 6:27 pm

Jim-NC wrote:I have noticed that a lot of structures appear to flip after a peace. For some reason, it appears that the game engine "captures" (I am not sure what term to use) former enemy structures in your lands as part of peace. When I was Spain, and fought Austria, they got my tradeposts in Arabia when we declared peace, and only when we declared peace (they were scripted back to me). Now, the Russians have gained a mine after peace is declared. As Spain, when I had the phony war with America, I lost a tradepost after peace. I have further noticed that the structure is not necessarily captured during the war. In fact sometimes it is not captured at all.

This may be a way for the game to return "captured" enemy structures, and probably is a WAD. For example, France is holding quite a few German territories in the current war. If peace happened right now, the German lands would become German again (and France would have to leave). The game would switch all French structures to Germany in the German territories (even those that we not captured by the French in the war).

This means that you can only invest in countries that you plan to never go to war with. If you go to war with them, you will lose your structure.


You can negociante to recover them in a peace deal and prepare script.

If you invade a nation you must not hope recover your buildings in his lands.

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Kensai
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Mon Mar 04, 2013 9:01 pm

Late August 1874
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lukasberger
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Mon Mar 04, 2013 11:02 pm

Need some help deciphering this from someone who knows more than I do. How much steel do I actually have, given all the figures. The main interface indicates -222, but everything else indicates a surplus, which would make more sense since I bought a ton of steel last turn, given that there was supposed to have been a deficit then. I'm confused :bonk:

Image

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coolbean
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Mon Mar 04, 2013 11:28 pm

It looks like you started with 578 last turn, then the production site balances (produced-consumed) was -4, and -796 was used in either unit maintenance, construction, or purchasing replacements. 578+(-4)+(-796)=-222. It looks like none of your purchases were completed. It says you should be buying 455 but they may not have gone through for some reason.

Or I'm sorry to actually answer your question, you have -222. I've always considered the numbers in the top what you have on hand immediately at the moment.

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lukasberger
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Tue Mar 05, 2013 2:32 am

Thanks.

So my next question would be, how can I tell why my purchases didn't go through. Obviously some were for limited numbers that other countries were competing for, but most of the steel order queues in the world market weren't close to being full last turn, at least until I maxed them out.

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lukasberger
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Tue Mar 05, 2013 2:38 am

Also confused because according to coolbean's explanation the game thinks I started with 578 last turn, in fact there was actually a deficit last turn too. I also don't understand why I'm spending so much steel. I'm building two battleship squadrons, just ran partial mobilization and applied some decisions that used some steel, but that along with the steel used in my manufacturing doesn't add up to as much as 796. Those orders were also placed a couple turns ago so shouldn't affect anything now.

My PC also went down (or technically stayed somewhat level) to an extent that indicated that a lot of steel orders should have been filled.

This is really the first time I've ever found the game to be less than transparent about my supply stocks and expenses.

Sorry for the noobish questions, I've always been able to figure all of this stuff out fine before, I can't quite figure out what's different now.

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lukasberger
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Tue Mar 05, 2013 2:49 am

Further info. My B screen says I have 578 now and should have 233 next turn. Any expenses using steel, the battleships and mobilized troops were added two turns ago. They shouldn't still be calling for steel right? The only steel I should be spending at this point is what I use to run my industry, by my count 60 per turn.

Would someone be willing to check out my save to see if you can figure out just how I'm being stupid here?

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