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Headshotcatcher

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Sep 13, 2009
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I saw this thread on the Europa Universalis 3 board and thought it was a good concept. As it reads in the title, you ask a simple question (that would otherwise take up a new thread) and get your answer (relatively) quickly :)

I'll start off:
Which are the richest parts of Africa? I often go for the Horn of Africa, as this is fairly close to Europe (through the Suez Canal) but I'm wondering whether this is the best choice :)
 
Which are the richest parts of Africa? I often go for the Horn of Africa, as this is fairly close to Europe (through the Suez Canal) but I'm wondering whether this is the best choice :)

I think a little bit more south and in there is a bunch of coffee and cotton. There is some tropical wood on the west coast.
 
Great idea and here is mine.

Is there a Suez event or does military access through Great Britain allow me to sail my paltry Two Sicilies fleet through the canal?
 
There's an event when you have the proper tech and have Egypt in your SOI or own the state its in
 
Is there a Suez event or does military access through Great Britain allow me to sail my paltry Two Sicilies fleet through the canal?

After they build the canal you can sail through, i dont think you need military access.
 
Great idea and here is mine.

Is there a Suez event or does military access through Great Britain allow me to sail my paltry Two Sicilies fleet through the canal?

Yeah once the canal gets built ANYONE can sail through it, even the owner's mortal enemy :)
 
Is population growth now displayed on a per-day basis at the top of the screen? (near where the National Focus points are displayed) I believe it was monthly before 1.3, but now I'm not sure.
 
Is population growth now displayed on a per-day basis at the top of the screen? (near where the National Focus points are displayed) I believe it was monthly before 1.3, but now I'm not sure.

Per day, it fluctuates wayyy too much to be monthly :) And it's also just too small for monthly
 
Outliner question

Looking at the list of my armies in the outliner, two of them are in red, not in white. I'm not at war, they are not moving, and they don't seem to be losing men due to attrition. They are, however, both large, one is 100 and one is 96. What does the red lettering mean?
 
If socialists have not appeared yet but during an election i pick socialist policies, e.g. state capitalism will it mke it more likely for socialists to appear in my country?
 
Looking at the list of my armies in the outliner, two of them are in red, not in white. I'm not at war, they are not moving, and they don't seem to be losing men due to attrition. They are, however, both large, one is 100 and one is 96. What does the red lettering mean?

The armies described with red suffer from attrition. It might just be that the army reinforces as fast/faster than it loses men, so it stays on the max number. An easy way to check for attrition is to just select the army and check the percentage under the total number of people in the selected army :) (in the right top of the window that pops up when you select an army).
 
If socialists have not appeared yet but during an election i pick socialist policies, e.g. state capitalism will it mke it more likely for socialists to appear in my country?

No. The dates for the parties to appear are fixed, so picking different election policies (or whatever else to call them :p) will not change anything in that regard. Once the Socialist Party does become available, this WILL help them get in charge :)
 
Bug: Issues not properly affecting Ideology

Can't even start a new thread here without registering my copy. Sheesh.

Bug report: the pop issues do not seem to be properly affecting the pop ideology. For example, for the aristocrats, there is the following modifier that is supposed to make a pop more Liberal:

Code:
		modifier = {
			factor = 1.1
			no_slavery = 10
		}

Yet, this does not seem to be working. This can be verified by removing all the other modifiers and setting the base ideology factors to 1.

However, the negative:

Code:
		modifier = {
			factor = 1.1
			NOT = {no_slavery = 10}
		}

...actually works.

This surely is a bug, and probably an easily fixable one at that. Why has it not been fixed as of 1.3, and will it be fixed?
 
Last edited:
Please register your base game, and report bugs in the bug report forum, thanks.
 
Ah, yes, the good old days before the HoI3-disaster, when anyone could not only access but contribute to the now-hidden subsections.

Hopefully someone will be so kind as to post about this bug in the corresponding area, unless it has been covered in there already. We all want the bugs fixed, right?
 
Ah, yes, the good old days before the HoI3-disaster, when anyone could not only access but contribute to the now-hidden subsections.

Hopefully someone will be so kind as to post about this bug in the corresponding area, unless it has been covered in there already. We all want the bugs fixed, right?

Why don't you just register the game?