Jim-NC wrote:When you purchase things (like ship construction), the steel is deducted immediately, this is why the top line shows -222. At this point, you have -222 steel in your nation. As to how much you are purchasing, hover over the 455 figure, and it will say "transactions balance at turn -1 = x" The x is the actual amount of steel you were able to purchase. It is much less than 455 (If you hover over the lower figure (the -796) it will tell you what you are spending your steel on.
FYI - 2 battleship squadrons are 600 steel (300 apiece). This is probably a large part of your difficulties.
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.
lukasberger wrote:Thanks. I do see that the transactions are around 200 less than ordered.
The battleships are only ironclads , which should only be 100 steel apiece according to the tooltip. Is that wrong, and it's actually 300? If so I can see where my difficulties came from, but not why the cost would keep being deducted for multiple turns. As mentioned they were purchased two turns ago, not this turn, so shouldn't still be using steel as it's only deducted the turn the ships are ordered.
I'll see what happens next turn. Am trying to buy the entire worlds supply again this turn, so the balance should break even at least by next turn.
Code: Select all
SelectFaction = $CMN
SelectRegion = $Strait of Dover
StartEvent = Sale of Brazilian Ships to Netherlands (1874)|1|1|NULL|NULL|$Strait of Dover|NULL
Actions
SelectFaction = $BRZ
SelectSubUnits = Region $The Channel;FactionTags BRZ;Families $famTransportship
AlterCuSubUnit = ApplytoList;Kill
SelectFaction = $HOL
SelectRegion = $Holland
CreateGroup
Posture = $Defensive
SetKind = $Nav
FixType = 0
SetName = Duits 2e Vervoer Eskader
Apply
CreateUnit
SetType = $uni_HOL_Tra3
SUFlavorName = Holland|Hector|Nederland|Prins Hendrik|Prinses Elisabeth|Willem Prins van Oranje|Celebes|Gede
SetLevel = 3
SetName = 2e Vervoer Eskadron
Apply
SelectFaction = $HOL
SelectRegion = $Holland
CreateGroup
Posture = $Defensive
SetKind = $Nav
FixType = 0
SetName = Duits 1e Vervoer Eskader
Apply
CreateUnit
SetType = $uni_HOL_Tra3
SUFlavorName = Banda|Grothius|Java|King Willem II|Nias|Oranje|Nordam|Rijndam
SetLevel = 3
SetName = 1e Vervoer Eskadron
Apply
SelectFaction = $HOL
SelectRegion = $Western Europe Maritime Trade
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
FixType = 0
SetName = Merchant Fleet #6
Apply
CreateUnit
SetType = $uni_HOL_Mer4
SUFlavorName = Java|Sumatra|Bali|Borneo|Celebes|New Guinea
SetName = Brazil Line
Apply
EndEvent
Jim-NC wrote:Sorry for the confusion. Steel Battleships cost 300 steel a squadron. You had stated you were building battleships (I assumed it was the 300 per squadron kind). You had meant Ironclad (which is cheaper in terms of steel). If you want, I can look at your turn to see I can determine anything (I will need the password PM'd to me).
nemethand wrote:Could the host pls run the following 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
Kensai wrote:If I have posted a script without two-way consumption of diplomats then I erred. The reason I had proposed for the diplo consumption in the first place was for it to be an anti-abuse (too many requests) deterrent. Who gains or not gains has nothing to do with it, it is the fact that you make an out of game arrangement. Isn't it cool we abstract it as the two sides approaching each other to "speak" on a complex matter?
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
SelectFaction = $AUS
ChangeResStock = $merDiplomat;-1
EndEvent
Kensai wrote:That's why I said complex, out-of-game-engine arrangements. Btw, I have already corrected and run it, you should see its effects in this turn already. But I wonder if the Austrians seize it again next turn what you would say... rerun it?!![]()
Code: Select all
SelectFaction = $CMN
SelectRegion = $Strait of Dover
StartEvent = Sale of Brazilian Ships to Netherlands (1874)|1|1|NULL|NULL|$Strait of Dover|NULL
Actions
SelectFaction = $BRZ
SelectSubUnits = Region $Strait of Dover;FactionTags BRZ;Families $famTransportship
AlterCuSubUnit = ApplytoList;Kill
SelectFaction = $BRZ
SelectSubUnits = Region $Strait of Dover;FactionTags HOL;Families $famTransportship
AlterCuSubUnit = ApplytoList;Kill
SelectFaction = $BRZ
SelectSubUnits = Region $The Channel;FactionTags HOL;Families $famTransportship
AlterCuSubUnit = ApplytoList;Kill
SelectFaction = $HOL
SelectRegion = $Holland
CreateGroup
Posture = $Defensive
SetKind = $Nav
FixType = 0
SetName = Duits 2e Vervoer Eskader
Apply
CreateUnit
SetType = $uni_HOL_Tra3
SUFlavorName = Holland|Hector|Nederland|Prins Hendrik|Prinses Elisabeth|Willem Prins van Oranje|Celebes|Gede
SetLevel = 3
SetName = 2e Vervoer Eskadron
Apply
SelectFaction = $HOL
SelectRegion = $Holland
CreateGroup
Posture = $Defensive
SetKind = $Nav
FixType = 0
SetName = Duits 1e Vervoer Eskader
Apply
CreateUnit
SetType = $uni_HOL_Tra3
SUFlavorName = Banda|Grothius|Java|King Willem II|Nias|Oranje|Nordam|Rijndam
SetLevel = 3
SetName = 1e Vervoer Eskadron
Apply
SelectFaction = $HOL
SelectRegion = $Western Europe Maritime Trade
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
FixType = 0
SetName = Merchant Fleet #6
Apply
CreateUnit
SetType = $uni_HOL_Mer4
SUFlavorName = Java|Sumatra|Bali|Borneo|Celebes|New Guinea
SetName = Brazil Line
Apply
EndEvent
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