lukasberger wrote:I actually agree with this.
I wouldn't propose raising the structure in the other game, since that game has been designed to be balanced. But CIE is most definitely NOT balanced, in any way shape or form.
Its been all about pushing the limits of the engine.
We colonized all of Africa in the 1850's, have raised ship caps for nearly every nation, have seen an aggressive GB try to conquer the world and have seen many, many other crazy, a-historical, unbalanced things happen.
So we're far, far past the point of having a balanced game. That ship is out of the bottle and it ain't going back in again.
Sir Garnet wrote:If I install the 1.03 patch and the set of files in gamefiles right now, will that be fully current with CIE or do I need anything else?
Kensai wrote:Install the game.
Install the v1.03 patch and the latest quickfix (v1.03d).
Copy the quickfix executable we have in the Dropbox (that will get you to v1.03d QF).
Copy the files you will find in the Game Files Dropbox folder in the respective folders.
Check out the Miscellaneous Misc Files folder for other arrangements (aesthetic mainly).
Actually these are instructions for our newest players as well: Citizen X and razorback77.
Kensai wrote:Late April 1877
retrying nemethand's script
Jim-NC wrote:How do I go about building new level 1 farms in this space? I want farms that i can build that don't require coal. The game engine only allows me to build level 2. Should I create a script to do it? Or should we vote on it first?
Citizen X wrote:New player question:
Am i Allowed to build everything in my pools or are there any restrictions that I need to observe?
Sir Garnet wrote:Thanks, Kensai. The Feb 22 2013 PON.exe quickfix won't install for lack of Squall.dll. The rest is easy enough.
nemethand wrote:No way. I recall some debates earlier on this forum one of the backside of economic development being that once you have researched lvl 2 structures, you cannot build any lvl 1 but you can maintain lvl1 structures. That's the reason, on some occasions, I have kept such structures, where aggregate output allowed.
Just FYI, having had 62 coal last turn, I turned off some structures, purchased some coal, and have a healthier stock of 207 this turn. So, shortage of coal is manageable but (may) require micro-management.
Jim-NC wrote:Which is why I make the request. I have run out of coal (not really, but I have to continually micromanage it each turn). My population is only getting about 1/3 of the food it could be eating. At this point, I don't want to build another level 2 farm anywhere, but I want to feed my population. The other option is I stockpile money, and that will lead to a panic (every 2 years like clockwork). I would think that farmers would still create new farms, just not using coal (as they can't get any).
If the group opinion is that I can't, then I can't. And that is that.
Jim-NC wrote:Which is why I make the request. I have run out of coal (not really, but I have to continually micromanage it each turn). My population is only getting about 1/3 of the food it could be eating. At this point, I don't want to build another level 2 farm anywhere, but I want to feed my population. The other option is I stockpile money, and that will lead to a panic (every 2 years like clockwork). I would think that farmers would still create new farms, just not using coal (as they can't get any).
If the group opinion is that I can't, then I can't. And that is that.
Jim-NC wrote:Which is why I make the request. I have run out of coal (not really, but I have to continually micromanage it each turn). My population is only getting about 1/3 of the food it could be eating. At this point, I don't want to build another level 2 farm anywhere, but I want to feed my population. The other option is I stockpile money, and that will lead to a panic (every 2 years like clockwork). I would think that farmers would still create new farms, just not using coal (as they can't get any).
If the group opinion is that I can't, then I can't. And that is that.
Sir Garnet wrote:Having commercial relations with everybody is like having improving relations with everybody.
lukasberger wrote:Can this be run next turn?
Rather an imbalance in the amount of prisoners. Austria sure got beaten up!
SelectFaction = $CMN
SelectRegion = $Oesterreich
StartEvent = Return of PoWs from the Austro-Russo-German War |5|0|NULL|NULL|NULL|NULL
Conditions
Actions
SelectFaction = $AUS
ChgPrisoners = $GER ; -329
ChgPrisoners = $RUS ; -25
ChangeResStock = $merConscript;2900
ChangeResStock = $merOfficer;290
SelectFaction = $GER
ChgPrisoners = $AUS; -1355
ChangeResStock = $merConscript;329
ChangeResStock = $merOfficer;32
SelectFaction = $RUS
ChgPrisoners = $AUS; -1545
ChangeResStock = $merConscript;25
ChangeResStock = $merOfficer;2
EndEvent
And can I get prisoner numbers from the OE and Italy?
After my screwup a turn ago leaving too few conscripts for the unit costs I've taken so many hits that I really need the men now. My army's a wreck!
Kensai wrote:These numbers are kind of crazy. Especially for A-H. This event will run 5 turns and will give you some 12K of conscripts and 1200 officers in a matter of two and a half months. Apart from the fact that you will lose most of them (your turnover will go negative), I think there is something wrong with the calculations. You could use the template that released prisoners in certain months (turns), it is safer.
bjfagan wrote:Germany has 135,500 Austrian POW's
nemethand wrote:154500
Citizen X wrote:I have a guard corps by the name of Jeni Ceri in Istanbul which is locked. Is this by purpose and if not, can it be unlocked?
lukasberger wrote:We voted on that back when I was in control of the OE and came to the conclusion it can be unlocked if you want it to be.
I just never got around to actually doing it.
Citizen X wrote:Super. One of these days, when the opportunity arises I would like to have it unlocked.
Citizen X wrote:Speaking of fixing things. The colonial region of Libanon and Syria should have a colonial penetration of 75% at least in these regions and the colonial status should be colony for the turkish where other nations should have zero penetration and no status. This doesn't seem to be the case. Can it be fixed?
lukasberger wrote:I would guess it'll get unlocked once you figure out how to make a script to do so. We're not that great at making scripts for our own nations sometimes, so it'll likely take a while until someone will make one for you.
That happened during the war with GB, and since I had bigger things to worry about at the time I never bothered with it.
Should be a simple fix, doubt it will be a problem.
Again, we'll just need to come up with a script. It'll be faster if you can do it, if not then it'll still get done, but will just take a little longer.
lukasberger wrote:Not worried about the numbers going negative since I'm going to have to buy a boatload of replacement chits as soon as I get the manpower added.
Ojodeaguila wrote:1. I think that the game will be more realistic and less arcade without the coal structure limit, there is no a nation with coal reserves and technology that can't use his reserves.
2. I consider the economical system of the game like an Arcade system and not a simulation.
Kensai wrote:Well, it's actually done slowly to avoid giving unfair advantages to the nations with returning POWs. They should not coming all back at once and available either. Perhaps the script resides in the old thread in Paradox forums. We had done it several times in the past so I am pretty sure it's somewhere there.
Kensai wrote:If you take this out you kill the certain historical realism (in potential, not actual) as Liberia can have the same (say naval) possibilities as Great Britain, something that is plain silly. We should not touch these settings as at design level the developers already balanced it with various decisions: for example Russia has the ability to field huge armies, Great Britain a superior navy, Japan has some aggressive Generals, etc.
lukasberger wrote:That's kinda a silly statement to be honest. Liberia doesn't and never would have the same potential to GB as it doesn't have the same access to raw material. That's really the limiting factor, access to raw materials. I suspect the structure pools are more meant for single player games than multi so that a player doesn't overpower his economy compared to that of the rest of the world.
And it's not like we'd be overruled at a parliament level. Everyone needs coal, getting more would be a parliament's top priority right now.
Kensai wrote:Check this out.
SelectFaction = $TUR
SelectRegion = $Syria
StartEvent = Protector of Syria|1|1|NULL|NULL|$Syria|NULL
Actions
SelectFaction = $GBR
SelectRegion = $Mugla
ChgColonialPen = -101
SelectRegion = $Burdur
ChgColonialPen = -101
SelectRegion = $Ankara
ChgColonialPen = -101
SelectRegion = $Kilikya
ChgColonialPen = -101
SelectRegion = $Urfa
ChgColonialPen = -101
SelectRegion = $Syria
ChgColonialPen = -101
SelectRegion = $Rutbah
ChgColonialPen = -101
SetColStatus = 800;-1
SelectFaction = $TUR
SelectRegion = $Syria
ChgColonialPen = 85
SelectRegion = $Aleppo
ChgColonialPen = 75
SelectRegion = $Dayr
ChgColonialPen = 75
SelectRegion = $Rutbah
ChgColonialPen = 75
SelectRegion = $Hims
ChgColonialPen = 75
SelectRegion = $Liban
ChgColonialPen = 75
SelectRegion = $Palmyra
ChgColonialPen = 75
SelectFaction = $TUR
SetColStatus = 800;2
SelectRegion = $Latakia
SetColonialPen = 101
EndEvent
Return to “PBEM and multiplayer matchups (all games)”
Users browsing this forum: No registered users and 6 guests