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MichaelM

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Jun 30, 2004
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What's new in the November 2023 beta

Last month's beta was a major new feature release, so this month we dialed things back and worked on improving the polish of the game.

The first thing to note is the new Holy Roman Empire screen. HRE elections have been in the game from the beginning, but have always been completely opaque. We all know that the winner is (more or less) whoever has the best relations with the electors, but who can check all the contenders?
Now all the information is accessible in the new screen. Get to it by clicking the missionary button twice (the missionary button now toggles between missionary and HRE modes):
1700694394968.png
1700694639108.png

The interface shows:
1) The current emperor (roll over the shield to see current bonuses, or click on it to jump to the emperor's capital).
2) All current electors and their relations with the emperor. Supportive electors (relations at least +100) are shown in gold, while all others are in white.
3) The current electoral support of all eligible countries. As we can see in this screenshot, if Karl I of Austria were to die today, Bavaria would be the new emperor.
Click on a country to see where its support comes from.

Another interface improvement has to do with rebels. For the first time, it is now possible to see what a rebel faction will do:
1700695026408.png
1700695130737.png

Some factions can declare independence, some can't; some can defect, some can't; some can overthrow the government, some can't. All this is now visible when mousing over the rebel faction's shield in the province screen after they have captured a province.


As a side note, we've also added a new on_capital_capture event for all pirate factions. Since pirates never declare independence or defect or overthrow the government, they can sometimes take a one-province minor's capital and just stay forever. The new on_event gives the country a chance to pay a ransom in exchange for the ability to retake their capital.


Another small interface improvement, which you probably didn't even know you wanted, is the new information dot in key sea zones:
1700695441886.png

This dot appears in the info window for any sea zone that has either a strait or a naval chokepoint.


Another side note: naval chokepoints have never worked properly in FTG (!). We discovered and fixed the issue while testing this feature, and now chokepoints are fully functional. Good luck trying to sneak a landing fleet past English navies in the Channel any more.


We've also given modders the ability to randomly generate admirals and generals in this patch, so we now want the ability to differentiate between scripted leaders, event-generated leaders, and default commanders. In the unit window, you'll see the difference easily:
1700695763830.png
1700695793164.png

Default commanders are still white text with no asterisk.

On the map, the mouseover for units now shows scripted leaders with gold names while event-generated leaders have white names.
1700695945039.png



That's about it for interface changes.

You might also notice that we've spent a lot of time fine-tuning the AI's money management. The AI is now allowed to mint money to pay for colonists or merchants if it judges that the reward is great enough (e.g. grabbing a gold province first or monopolizing a rich colonial center of trade). It is also now allowed to disband troops or ships during peacetime if it has too much (previously the AI never disbanded except if troops were exiled with no way to reach them). The AI should also get less "stuck" over the course of long game sessions without save/reload; most of its plans now come with an internal expiration date, so it will be forced to re-evaluate at regular intervals.

There's also the usual crop of modding features and bugfixes, but those are detailed in the changelog.


Finally, along with a ton of database work by mandead et al, we have included an astonishing 227 new event pictures, which you'll see over the course of your games. Here's a sneak peek of a few of our favorites:
1700697066888.png
1700697035804.png
1700697117558.png



Full changelog since October:

November 2023
===========================
Engine changes

- Interface
- Add new HRE window, accessible by clicking the missionary icon a second time
- Add rebel information rollover in province info window when rebels control it
- Add strait and chokepoint information to sea zone window as a rollover info dot
- Move truces below wars in diplomatic screen
- Make "other country changed religion" a goto message
- Make the player's config of AI Event Choices override any ai_chance scripted into events
- Selected Unit screen now shows leader name either gold (for scripted leader), white with asterisk (for event generated leader),
or plain white (for default leader).
- When mousing over an army with a leader (gold numbers on the map), the rollover will now distinguish between scripted leaders
(with name in gold) and event generated leaders (name in white).

- Game Balance
- Tweak rebels to assault less often overall.
- Pirate raiders holding a province now increase chances of pirates appearing in the neighboring sea zone.

- Scripting
- Allow rebel factions to have multiple geographic areas, cultures, or religions defined
- Add tech cost defines
- Add general, admiral, and privateer event commands. They work exactly like the existing conquistador and explorer commands,
except their default values are 2/2/2 instead of 3/2/2. Adding a "value = <X>" to the command will randomize each value
between 2 and X, uniformly distributed. Siege can only go up to X/2 rounded down.
- Add disbandrebels event command to delete all rebel forces in the specified province.
- Add num_of_leaders = { type = <general/admiral/...> data = <value> } trigger
- Allow the event command "type = control which = <provid> value = -1" to change control of an owned province to THIS country
- Allow the event command "type = addcore_national/claim/casusbelli which = -1" to add a random owned province as core

- AI
- Tweak AI to more reliably stay awake in long gameplay stretches.
- Improve AI money handling:
* Rebalanced all AI investment and building priorities
* AI now has a time limit on all build/buy plans. If exceeded, the plan will be canceled (and might be restarted with a different priority).
* Made AI more aggressive on prioritizing/deprioritizing manufactories depending on financial circumstances.
* Merchants and colonists may now be considered worth minting for, if especially valuable.
* AI may now disband military units if it considers that it has too much. Small units will be considered for disbanding one at a time, but
the AI does not yet split units to create smaller units for disbanding.
- Treaty of Tordesillas AI countries will now specifically de-prioritize colonizing or attacking pagans outside their allotted areas, not just
prioritizing those inside the area.
- Made AI more likely to force-annex if there is no chance of vassalizing then diplo-annexing later.

- Bugfixes
- Fix two rare crashes
- Fix duplicate monarch bug
- Fix trigger crash when -2 or -6 fail to evaluate
- Fix issue with diplomacy screen text occasionally leaking into decisions screen
- Naval chokepoints will now work correctly in vanilla. provinces_special.txt had included a list of LAND provinces,
but the game had expected a list of SEA chokepoints. The engine now expects what provinces_special already had.
- The define _HRE_ELECT_ELECTOR_BONUS_ is no longer added to every country's relations with an elector, which only inflated
the numbers (now visible in the HRE screen) but didn't change the outcome. It is now added as a special bonus to electors
but only once (had been multiplied by 2 before).

Database changes

- further updates to AGCEEP 1.60 (see AGCEEP readme)
- updated Alt. AoE mod with changes to vanilla scenario
- added Bone (BON), Formosa (FOR), Kalmyk (KMK) and Yemen (YEM) as new countries
- added country descriptions for Bone (BON), Kalmyk (KMK) and Nepal (NEP)
- added an improved country description for Shan States (MUB)
- renamed Butung (BUT) to Buton
- renamed Shirvan (SHI) to Chirvan in the French localization
- added colonial AI file for BRI and corresponding AI event
- added BON, BUT and FOR to some colonial AI files
- added around 220 new event pictures for various historical events (special thanks to furnace for help with some of these)
- added slider changes for various countries in the 1453 and 1546 scenarios
- updated default sliders for ENG, FRA, GON, NVG and YUA
- added portuguese as a new culture in Iberia in order to make SPA less interested in conquering POR or seizing its colonies
- added new decisions to form TUR, PER and SPA
- added The Princes in the Tower flavour event for ENG
- added flavor_por.txt and Henry the Navigator flavour event for POR
- added major_qar.txt and a couple of QAR events relating to PER
- added a couple of events for SHI to either fight or join PER when it forms (like the existing FAR and KHO versions)
- added Spanish Tercio flavour event for SPA
- added Halley's comet events
- added some new events for BRI, FRA, NAV, POR and SCO
- added Feitoria events for POR
- added breakoverlord commands to the Regreg War (MAJ) and Marriage of Mary of Burgundy (BUR) events
- added triggers and missing relation modifiers to some BYZ events
- added a new event for BYZ for the Byzantine Renaissance (if it manages to reclaim Anatolia)
- added a new event for DAN for the Great Fire of Oslo
- added a new event for POL for the Warsaw Confederation
- added some new WoR triggered events for FRA and NAV
- added a catholic revolt in Brittany event for FRA for if they go protestant in the WoR
- added a second Taj Mahal event for MOG (now acts like the Versailles and St. Peter's events)
- added events for the Masjed-e Shah for PER
- added an event for SPA to annex INC if it holds their capital
- added a short event sequence for HLL to be inherited by HAU or BUR
- added/updated a number of event triggers
- added a few more khan death events to weaken STE and TIM in 1399 starts
- added a new random religious event for Indonesian pagans to convert to an Eastern faith
- updated event CAS_3557 'Civil War in Castile' with some extra bonuses and a sleepleader command for option B
- updated event EGY_3862 'The Massacre of the Mamluks' with some revolts in the capital for option A
- updated event FRA_3124 'Colbert' with some extra bonuses and policy slider moves for options B and C
- updated event FRA_3129 'Revocation of the Edict of Nantes' to trigger 'Catholics expelled from France' events for HAB/SPA/POL
- updated event KNI_3536 'Rhodians and other Greeks accepted into the Order' with a manpower bonus
- updated event NVG_3583 'Civil War in Novgorod' with some slider moves
- updated event PER_3559 'The Reforms of Ismail' with some slider moves
- updated event PER_3565 'The Advisors of Abbas the Great' with some slider moves for option A and bailiffs for option B
- updated event POR_3268 'Commercial Conflict in the Indian Ocean' with a wakeleader command for option A and some extra bonuses for option B
- updated event POR_3271 'Governor Martim Afonso de Sousa in Brazil' with a wakeleader command rather than hiring a random conquistador
- updated event RUS_3414 'The Time of Troubles' with some triggers and dynastic commands for options B and C
- updated event RUS_3420 'Stepan Rasin's Cossack Uprising' with some revolts in the Steppe
- updated event RUS_3425 'Mazepa's Ukrainian Uprising' with an option B to release UKR
- updated event SPA_3150 'Torquemada and the Expulsion of the Moors' with an option C to move in a more cosmopolitan direction and sleep the later Expulsion events
- updated event TIM_3688 'The Disintegration of the Timurid Empire' to also move the capital back to Samarkand (1592) with option C
- updated event TIM_26019 'The Death of Timur' to also move the capital to Herat (1531)
- updated event WAL_3832 'Vlad the Impaler!' to only fire if WAL is a vassal of TUR; option A now breaks TUR vassalage, both options affect relations with HUN
- updated event TUR_26017 'The Ottoman Interregnum' to fire a corresponding event for BYZ
- updated event TUR_26027 'The Ottoman Revival' with additional bonuses and more troops
- updated events MOG_6900 'Akbar's Religious Tolerance' and MOG_6902 'Aurangzib's Religious Tolerance' with extra missionaries for option A
- updated events ARG_3554 and CAS_3556 'Viva España' so that the AI will always pick option A and form SPA
- updated events CHI_10036 and MCH_10029 'The Expulsion of the Jesuits' to knock their tech group down to african rather than pagan
- updated events PAP_3547 'The Foundation of the Societas Jesu' and PAP_3548 'Reorganisation of the Holy Inquisition' to trigger the existing POR versions and new SPA versions
- updated the trigger for the French Revolution events to allow for centralization OR aristocracy
- updated AKK/QAR known provinces in 1399/1419/1453
- buffed land tech for BAS and UZB in 1453
- disabled option B for events SPA_3716 and SPA_3717 'The Iberian Wedding' as they don't make sense without further changes and an alternative monarch list for SPA
- tweaked the dates for the Richelieu (FRA) and José Moñino's Reforms (SPA) minister events
- updated the ECW events for if ENG is still Lollard
- updated some major revolt and civil war events for ENG/FRA to give more severe stab hits
- updated a few 1399 revolt events for FRA and TIM to be a bit more severe
- updated the 'Peace of Westphalia' global event trigger so that HOL and HEL can't be at war with the Emperor
- added a new army name for ARG
- added a couple of new leaders for ARG
- added a new leader for BOH
- added leader files for AUV, BAL, BRI and YEM
- added a couple of new leaders for BUK/UZB
- added a new explorer for ENG
- added a new explorer for OMA
- added a new leader for FRA (so they have someone for late 15th century)
- added a couple of new leaders for NAP
- added a bunch of new explorers and conquistadors for POR/SPA
- updated leader/colony names for POR
- updated ToT provinces
- added missing text to the end of old POL event 3487
- added monarch files for BON, HEI, JER, KAL, KMK, RMN and YEM
- tweaked a few monarch dates/stats for BRI, POR and TIM
- adjusted leader and monarch files for ADE
- added final monarchs for AKK/QAR/TIM and HLL for if they hang around
- updated the BUT monarch file
- updated event picture credits.txt
- updated revolt.txt
- updated defines.txt
- added classic and glory GFX sets for BON, FOR, KMK and YEM
- added new classic GFX set for MAJ
- removed a load of obsolete event text
- added BON to 1399 - 1701 scenarios
- added KMK to 1701 scenario
- added a port to Mudugh (759) to represent Hobyo and other Ajuran seaports north of Mogadishu
- added capital names to a couple of Somali provinces that lacked them
- removed the orthodox and no BYZ requirements for forming RUS
- added orthodox as a trigger for a couple of RUS events relating to the church
- added BYZ claims on Sivas (474) and Adana (483) in all scenarios
- added SHI claim on Azerbaijan (487) in all scenarios and revolt.txt
- added portuguese culture to POR and all relevant provinces in all scenarios
- added French localization
- changed Trabzon (475) goods type from naval supplies to copper (to represent the copper and silver mines of the region)
- changed BUT from pagan to Hindu in 1399
- changed MLC from Sunni to Hindu in 1399/1419
- changed Kalmuk (467) to mongol culture from 1701
- changed Oporto (434) to mountain terrain type
- changed NOG from muslim to asian tech group as it was a semi-migratory horde
- changed UZB from muslim to asian tech group; it will regain muslim tech when it becomes UZB or KHI by event
- changed KON to african tech group from 1546 onwards (as per event 677 'Catholic influence in West Africa')
- changed CHI to african tech group from 1773 onwards (as per event 10036 'The Expulsion of the Jesuits')
- changed the minimum time to diploannex a vassal from 10 years to 50 years (as this mechanic is easily abused by the AI and too many states simply disappear)
- added TRE as a vassal of TUR in 1399 (broken by event); tweaked some starting relations and added a RM between TRE and AKK
- added BON and BUT as vassals of MKS in 1617
- added BON as a vassal of HOL in 1701
- added KMK as a vassal of RUS in 1701
- standardized army name spellings for AKK, QAR, ATJ and BUT across all scenarios
- standardized tech levels in 1419 relative to 1399, so now most non-pagan countries start with trade level 1
- fixed UZB tech levels and army name typo in 1492
- fixed the name of a Chinese emperor (Hongchi > Hongzhi)
- fixed the trigger for the 'Boyars Complain of Reduced Autonomy' random event so it doesn't fire for unintended cultures
- fixed a couple of papal flavour random events having a date trigger set incorrectly
- fixed MLW wrongly being assigned asian rather than muslim tech group
- fixed Bourgogne (409) being missing from the list of cores given after forming FRA by decision; removed Artois (379) and Flandern (380) as these are Imperial provinces
- fixed various loc and grammar inconsistencies
- added some missing loc for technology level changes
- modified the 'A Pirate Offers His Services' random event with a privateer leader

Enough talking - go download it!
Or come talk about it with us in the FTG Discord server.
Or don't do either. I'm not your boss. The only rule here is that you have to react to this post and put your feedback in this thread.

Enjoy, and happy Thanksgiving to our American friends!
 
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Apologies, there is a typo in the DB changelog; it should read:

Code:
changed UZB from muslim to asian tech group; it will regain muslim tech when it becomes BUK or KHI by event
 
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It looks to me like the calculations for tech costs and stability costs aren't quite right. The Emperor gets a 1% bonus for each supportive elector, which is calculated by lowering the total cost needed to reach the next level by roughly 1%. However, if you've already spent a lot on reaching the next level, that means everything you've spent so far is more effective, not just what you're spending now, as if you were Emperor and had that many supportive electors all the time you've been researching.
 
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Great job! When will the final version 1.3 be released?
And what should the final version contain?
I don't wish to step outside my remit here and obviously Michael has the last word on these things, but I hope we'd be looking at the spring for a final patch (in whatever form that takes). There are other small improvements Michael would like to make, but I think it's safe to say we're pretty much 'feature complete' at this point, and decisions was the primary new feature we were aiming for. We'd like to add some more of those, and in particular see about ones implementing some of the new commands (such as leader generation) - though I think the country formation decisions have been pretty well received so far, and do give the player an obvious goal to work toward. As should be pretty obvious from recent updates, one of our primary goals has been improving the overall user interface and the level of information conveyed to the player as clearly as possible.

The game has gone through a serious revamp during the 1.3 patching cycle, not only in terms of bug fixing and expanding the database, but adding a slew of new scenarios and completely updating the AGCEEP as well. I'm proud of the work we've done, and I hope people appreciate the time and effort spent.

Michael can of course share his remaining goals for 1.3 if he so wishes - it's not my place to list them here, and I don't know which he considers feasible. There were a couple of UI and script features we were discussing, but it may be that we've reached the limits of the Europa engine with those.

In terms of the database side, my goals now are mostly just polish. I'd like to finish any remaining country and scenario descriptions because currently the new scenarios lack unique text for the country selection screen (they all use the 1419 fallback text), and possibly re-add some of the old civil war revolters (e.g. Huguenots) as rebel factions. There are always things we could add or change, but it's probably time to draw a line now.

One thing I can say we plan to do - and as it's been posted on Discord it's no great surprise - is to release an up-to-date reference guide for the game, either in .PDF form or on the website (or both). This seems like a sensible thing to have as part of the final patch, and it will contain the final list of all commands and triggers, and I dare say we could include things like full lists of all country tags, cultures and religions as well. Basically anything that will be useful for you to see at a glance.

However, if Michael decides that he wants to keep releasing beta patches until the birth of his first grandchild then everything I've said can be safely ignored. :p
 
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However, if Michael decides that he wants to keep releasing beta patches until the birth of his first grandchild...
Then it will be time for a gamma patch.
 
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There is too little information on the new commands and syntax. No details, just brief reference.
For example, it is not clear whether we can use the syntax "command = { type = disbandrebels which = -1 value = TAG }" to disband rebels of a certain type only and not disband rebels of other types. At least the game doesn't show an error message if I try.
It is not clear whether we can disband rebels in any province or only in the provinces owned by the country receiving the event.

I can't understand why you gave Circassia the RUS and MIN army and navy tags. Maybe because you saw on Google some photos of later Circassians in Russian service, kind of cossacs. But it shoud definitely be MUS and MUS.

What upsets me most about the new patches is the complete lack of descriptions and monarchs for many countries. It's still beta though.
 
I agree about command syntax, and this is why I mentioned releasing a reference guide at some point. @MichaelM did have an Excel guide somewhere, but I don't know how up-to-date it is.

re Circassia: this is a strange complaint; we have a limited selection of sprites and ultimately you're looking at RUS, STE, MUS or maybe TIM. From the artwork I've seen, Circassians had a sort of 'melting pot' visual appearance with elements of what we'd recognise as Armenian, Russian and Turkic styles. There is of course the later Cossack influence as well. I don't think any of those are obviously 'wrong' and it just so happens than I plucked for the RUS sprite. I wish we had a greater selection of sprites, but there you go.

As for monarch/leader descriptions: some do, many don't, but hundreds have been added and it's mostly a case of being a fairly time-consuming thing to do with relatively little benefit. I doubt many people read through those files.

I also find it curious that you pick out something that 'upsets' you about the new patches and yet haven't mentioned anything you like!
 
As for monarch/leader descriptions: some do, many don't, but hundreds have been added and it's mostly a case of being a fairly time-consuming thing to do with relatively little benefit. I doubt many people read through those files.
I meant descriptions of countries in the countries.csv.
And blank monarch files.
I also find it curious that you pick out something that 'upsets' you about the new patches and yet haven't mentioned anything you like!
I’m just offended by Michael_M because he stopped answering me in private for several months now. Ignores. :D
And I'm a bad person.
 
I also find it curious that you pick out something that 'upsets' you about the new patches and yet haven't mentioned anything you like!
What I like the most is that they exist.
And the bugfixes. And the corrections of AI.
 
I suggest adding a trade agreement between GEN and BYZ and access through BYZ for GEN to the early scenarios in both Vanilla and AGCEEP, since at that time Genoa had a very lucrative and exclusive trade agreement with the Roman Empire and had a very important big trade factory in Galata near Constantinopolis. And such a station will be a good place to stop navies for resting on their way from Genoa to the Genoese Black Sea colonies for the human GEN (the AI suffers no naval attrition, I think it's unlikely it will stop there). Likewise Genoa already has an access through Cyprus in AGCEEP, as it historically had a colony there. The Vanilla FtG will also benefit from this.
The FtG scenarios lack historical diplomatic agreements. Especially the oldest scenarios, the 1816 scenario has even peace truces and that's cool.

Genoa may even have cores _casusbelli or _claim on Cyprus and Thrace.
I would also suggest to add a CoT in the province of Thrace to the early scenarios and just reset it after the Ottoman conquest (remove and add again), but I understand that this is too bold and big change for you to approve. This piece of land was always a focal point for trade (Mediterranean and Europe-Asia), even in those dark times of Constantinopolis. Genoese Galata was a very important trade center. And Ottoman Hadrianopolis is somethere there.
It would be adequate to fill the CoTs in Europe and Asia with merchants to full capacity (20). It will be quite historical to force newcomers to fight their way through the competition, to fight for a place in the markets from the very beginning of the game.

The port in the province of Piemonte is excellent (it would be great to have it also in the AGCEEP, the port of Nice was very important nad I think it will not harm the balance). The port in Arkhangelsk is dubious but rather for the good. But why there are still no ports on the shores of the Caspian Sea? Since the time of the EU. What are the reasons for this decision? Some problems with the AI behaviour? How about historical Cossack galley raids on Persian ports? I have always dreamed of battles on the Caspian Sea for dominance over it in the FtG.

It would be a miracle if someone could edit the map texture to change some awful province names. My all-time "favourite" is VOLGOGRAD, this name appeared in history only in 1961 AD, lol.

#———————————————————————————————————————————————————————

Why did you remove the manpower calculation description from the interface.csv? Maybe not in the latest patch, but in one of the 1.3 betas for sure.
It was
Code:
BAR_SOLDIER_D;Currently we gain §192 %d.000§W a year\n\n A country's total manpower is determined by:\n §Y¤§W provinces it owns:\n - §Ypopulation§W 1k~19k = 0.25, 20k~199k = 0.5, 200k+ = 0.75\n - §Yculture§W (not a state culture = -1)\n - §Yconscription center (CC)§W double the amount of manpower\n - §Ynationalism§W 20+ years left = -1\n §Y¤§W its domestic policy\n §Y¤§W its clients (fully decentralised country draws 50 percent of...

It is
Code:
BAR_SOLDIER_D;Currently we gain %d.000 a year\n;x
Edited: oh, I have found out this change was made many years ago, lol. But still why?

#———————————————————————————————————————————————————————

Line 188 of the triggers.csv is missing the closing "x".
 
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The FtG scenarios lack historical diplomatic agreements.
No, they don't, although it depends on how many you expect to find. Starting truces are present in multiple scenarios, including 1399 and 1453.

It is true, however, that trade agreements are not scripted in scenarios. That said, it would be incredibly time-consuming to research and add these, and I don't see that there'd be much point.

The Caspian had its ports removed as it's only two sea provinces and so the AI could end up spending pointlessly crippling resources on building shipyards or fleets there, which ultimately serve no purpose. Likewise, we removed pirates from spawning there.

As for AGCEEP ports - I'll see if I can find anything in the AGCEEP sub-forum(s) relating to Piemonte, as I agree it makes sense to have a port there, and indeed Savoy/Sardinia did end up having a small fleet. I suppose it's possible no port was assigned there because Savoy/Sardinia was not a naval power until the 19th century (it had a small flotilla in the 18th century, but these were mostly foreign leased ships).
 
Why did you remove the manpower calculation description from the interface.csv? Maybe not in the latest patch, but in one of the 1.3 betas for sure.
It was
Code:
BAR_SOLDIER_D;Currently we gain §192 %d.000§W a year\n\n A country's total manpower is determined by:\n §Y¤§W provinces it owns:\n - §Ypopulation§W 1k~19k = 0.25, 20k~199k = 0.5, 200k+ = 0.75\n - §Yculture§W (not a state culture = -1)\n - §Yconscription center (CC)§W double the amount of manpower\n - §Ynationalism§W 20+ years left = -1\n §Y¤§W its domestic policy\n §Y¤§W its clients (fully decentralised country draws 50 percent of...

It is
Code:
BAR_SOLDIER_D;Currently we gain %d.000 a year\n;x
Edited: oh, I have found out this change was made many years ago, lol. But still why?
Where on earth is this interface loc from? I've looked at pre-1.3 loc and also EU2 loc, and it's the same as it is now. Which version are you quoting?
 
No, they don't, although it depends on how many you expect to find. Starting truces are present in multiple scenarios, including 1399 and 1453.

It is true, however, that trade agreements are not scripted in scenarios. That said, it would be incredibly time-consuming to research and add these, and I don't see that there'd be much point.
There is always much point when it comes to historicity. At least for the AGCEEP (remember the AGCEEP Statement! :)). Even one more historical agreement is better then no more. I speak not only of trade agreements but also of accesses (GEN through BYZ), guarantees, etc. We can add, for example, GEN-BYZ trade and the Hansa.
By the way, I don't know is it necessary to write "trade = yes" in the relations block of both countries' files, but if I do this in only one, then in the game the trade agreement is showed only in one of that two countries diplomatic windows, not in the both, as it should be. I don't know is there any difference in mechanics, if it is not in the both.

I would also say that every preset diplomatic thing like wars, alliances, dynastic alliances and vassalisations should have "startdate = {}". Historical startdates. This will even affect the actual gameplay: some overlords will be able to annex their vassals earlier.
There's not a lot to do in the For the Glory, so all the preset stuff has to be historical. This is my point of view. There are many things that could be improved even without adding new features. More details, more historicity. [profanity moderated out]
There is titanic work to be done. It is obvious, yes. To apply all the numerous innovations that were introduced with the patches. Even the old ones. Like diversification of cores and applying new event scripts to the events to add details and avoid weird situations in the game.

I would suggest even to add historical ownerchange and control dates for each province of each scenario, like I do in my mod
I' ll upload a new version of the Ab Urbe Condita this month
, but this IS time consuming. Very time consuming. But it can be done at least for the provinces with preset nationalism. Players would see when some country has taken over its provinces historically and fought for control of them, rather than "1419" or even "1816" for all provinces. Only history fanatics might need such details. But do other people play this game?

One of the game's problems is an extremely small space for leader names. Anyone who created new leaders knows how difficult is to cut up a real leader's name to fit this smallest thing. There were so few generals in history, whose names fit it now. After such a procedure, player often has no idea who this or that leader is.
I propose to make the "remark" block visible in the game. Then moders could add full names or short descriptions (like the descriptions in the "remark" in the original FtG) there. This message could be seen, for example, when the mouse cursor is over the leader's name.

I believe the thing that should be fixed as soon as possible is the problem with the deathdates of leaders with monarch ego. If their deathdate contains only the year but not the full date, the game randomises their deathdate and so they may die even almost a year after the death of their monarch ego. There are many such leaders, especially Asian and African ones. If not to change the engine, we should just add "day = 1 month = january" to their deathdates (not "day = 0 month = january"!) or change them to "day = 29 month = december year =" previous year. Then they will die a day after or a day before their monarch ego but this is better than a year after. It could be done in one or two evenings. If I understand his words correctly, MichaelM doesn't feel the need to fix this soon.

Is there any hope for fixing the map? To get rid of that late Soviet VOLGOGRAD in the code and on the map. Of course, it must be Tsaritsyn. VOLGOGRAD ruins the atmosphere of every scenario I play. "Birobidjan" is another terrible name from the 20th century. There are others too. At least in Russia .


Where on earth is this interface loc from? I've looked at pre-1.3 loc and also EU2 loc, and it's the same as it is now. Which version are you quoting?
Wow. I'm very sorry for misleading your. This line is in my mod "Ab Urbe Condita". But it isn't me who wrote this. I don't remember, where I found this before. If this isn't from the pre-1.3 FtG or the EU2 then I found this in some other mod.
Full line:
Code:
BAR_SOLDIER_D;Currently we gain §192 %d.000§W a year\n\n A country's total manpower is determined by:\n §Y¤§W provinces it owns:\n - §Ypopulation§W 1k~19k = 0.25, 20k~199k = 0.5, 200k+ = 0.75\n - §Yculture§W (not a state culture = -1)\n - §Yconscription center (CC)§W double the amount of manpower\n - §Ynationalism§W 20+ years left = -1\n §Y¤§W its domestic policy\n §Y¤§W its vassals (fully decentralised country draws 50 percent of a vassal's manpower if the vassal is on the same continent)\n §Y¤§W Emperor of the Holy Roman Empire status (+1 manpower per supportive Elector);x

Looks like it works. Correct pop-up message.

The Caspian had its ports removed as it's only two sea provinces and so the AI could end up spending pointlessly crippling resources on building shipyards or fleets there, which ultimately serve no purpose. Likewise, we removed pirates from spawning there.
Is this real AI behaviour or just a cautionary tale?

Sorry for Engrish. I am doing my best, lol.
 
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There is always much point when it comes to historicity. At least for the AGCEEP (remember the AGCEEP Statement! :)). Even one more historical agreement is better then no more. I speak not only of trade agreements but also of accesses (GEN through BYZ), guarantees, etc. We can add, for example, GEN-BYZ trade and the Hansa.
By the way, I don't know is it necessary to write "trade = yes" in the relations block of both countries' files, but if I do this in only one, then in the game the trade agreement is showed only in one of that two countries diplomatic windows, not in the both, as it should be. I don't know is there any difference in mechanics, if it is not in the both.

I would also say that every preset diplomatic thing like wars, alliances, dynastic alliances and vassalisations should have "startdate = {}". Historical startdates. This will even affect the actual gameplay: some overlords will be able to annex their vassals earlier.
There's not a lot to do in the For the Glory, so all the preset stuff has to be historical. This is my point of view. There are many things that could be improved even without adding new features. More details, more historicity.
There is titanic work to be done. It is obvious, yes. To apply all the numerous innovations that were introduced with the patches. Even the old ones. Like diversification of cores and applying new event scripts to the events to add details and avoid weird situations in the game.

I would suggest even to add historical ownerchange and control dates for each province of each scenario, like I do in my mod
I' ll upload a new version of the Ab Urbe Condita this month
, but this IS time consuming. Very time consuming. But it can be done at least for the provinces with preset nationalism. Players would see when some country has taken over its provinces historically and fought for control of them, rather than "1419" or even "1816" for all provinces. Only history fanatics might need such details. But do other people play this game?

One of the game's problems is an extremely small space for leader names. Anyone who created new leaders knows how difficult is to cut up a real leader's name to fit this smallest thing. There were so few generals in history, whose names fit it now. After such a procedure, player often has no idea who this or that leader is.
I propose to make the "remark" block visible in the game. Then moders could add full names or short descriptions (like the descriptions in the "remark" in the original FtG) there. This message could be seen, for example, when the mouse cursor is over the leader's name.

I believe the thing that should be fixed as soon as possible is the problem with the deathdates of leaders with monarch ego. If their deathdate contains only the year but not the full date, the game randomises their deathdate and so they may die even almost a year after the death of their monarch ego. There are many such leaders, especially Asian and African ones. If not to change the engine, we should just add "day = 1 month = january" to their deathdates (not "day = 0 month = january"!) or change them to "day = 29 month = december year =" previous year. Then they will die a day after or a day before their monarch ego but this is better than a year after. It could be done in one or two evenings. If I understand his words correctly, MichaelM doesn't feel the need to fix this soon.

Is there any hope for fixing the map? To get rid of that late Soviet VOLGOGRAD in the code and on the map. Of course, it must be Tsaritsyn. VOLGOGRAD ruins the atmosphere of every scenario I play. "Birobidjan" is another terrible name from the 20th century. There are others too. At least in Russia .



Wow. I'm very sorry for misleading your. This line is in my mod "Ab Urbe Condita". But it isn't me who wrote this. I don't remember, where I found this before. If this isn't from the pre-1.3 FtG or the EU2 then I found this in some other mod.
Full line:
Code:
BAR_SOLDIER_D;Currently we gain §192 %d.000§W a year\n\n A country's total manpower is determined by:\n §Y¤§W provinces it owns:\n - §Ypopulation§W 1k~19k = 0.25, 20k~199k = 0.5, 200k+ = 0.75\n - §Yculture§W (not a state culture = -1)\n - §Yconscription center (CC)§W double the amount of manpower\n - §Ynationalism§W 20+ years left = -1\n §Y¤§W its domestic policy\n §Y¤§W its vassals (fully decentralised country draws 50 percent of a vassal's manpower if the vassal is on the same continent)\n §Y¤§W Emperor of the Holy Roman Empire status (+1 manpower per supportive Elector);x

Looks like it works. Correct pop-up message.


Is this real AI behaviour or just a cautionary tale?

Sorry for Engrish. I am doing my best, lol.
There's a lot to unpack here and I may not have time to respond to all of it today.

If you want to make a list of suggested diplomatic agreements for the AGCEEP then feel free to start a new thread in the AGCEEP sub-forum, and I will take a look at your suggestions when I have time. I have already added the GEN-BYZ trade agreement for the next update, and yes you need 'access = yes' for both parties.

Adding start dates for all diplomatic actions, province ownership dates, and modifying all monarch/leader files to specify dates is a huge amount of work and will not be done for 1.3.

It is true that long leader names is a UI issue (I have shortened many of them accordingly), and that is something for @MichaelM to address. One potential idea would be to make the "remark" section visible in-game through use of the small red dot we use for text tooltips such as straits, but I don't know how viable that is to code. It is also not something I would consider to be any sort of priority.

My understanding is that specific map province names can be renamed using a replacement .bmp image, but you'd have to ask a map modder about that.

The Caspian sea issue has been observed in the past; it's also strategically pointless for either the AI or player to invest time and resources in building up a fleet in a two-province sea, as the investment made can never be paid off, and ultimately no one benefits. There was a similar debate about having ports in the Great Lakes, as limited, small-scale naval battles did take place there historically, but from a gameplay perspective it just doesn't make sense to have naval buildup there, and especially as ships cannot enter or leave via the St. Lawrence river.

Thank you for your feedback. If you have any other queries or reports, please post them in the relevant forums. There's no need to message either Michael or myself directly.
 
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I have already added the GEN-BYZ trade agreement for the next update, and yes you need 'access = yes' for both parties.
In fact, without a CoT in Thrace this trade agreement will almost only reduce Genoa's trade income. :) But its existense is historical.
It is interesting how this works from a game mechanics perspective if only one side has preset "trade = yes". If this differs from both sides agreement, then it can be used to simulate, to model some historical agreements.

Thank you for your feedback. If you have any other queries or reports, please post them in the relevant forums. There's no need to message either Michael or myself directly.
What is the problem? I messaged to MichaelM to avoid bothering forum members with very specific modding questions related to my mod, and he never told me there was anything wrong with this.
I messaged you because, as I said, there is a message size limit in the place, where you wrote to me before.
But OK. I'll litter the forum with very specific stupid questions.