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Junuxx

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On topic though, I have noticed that the Caribbean CN consistently doesn't build transports. It's the only CN I have this problem with, as all other regional CNs I've made actually do build transports.

I haven't seen any CN building/using transports. In a recen Spain game, I colonized all of the Americas except for a handful of the Caribbean islands, which were French. In a dozen wars with France, not once did it happen that one of my CNs occupied a French island.
 

Wizzington

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I might be able to scrounge up a save as well if you're still looking for one. I've noted on numerous occasions CNs having 20+ ships but 0 transports.

Would be helpful.
 

Payens

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I have noticed the same - the AI doesn't build transport ships (easily). I went one Castille game and never subsidized the colonies, they didn't build any transport ships.
As Portugal, another game, I subsized them heavily (50-100 ducats per CN) - they would first spend it on army, making it to a handy 20-30 stack, then they'd upgrade buildings, and lastly they'll build a couple transports. After Subsidizing the Caribbeans for over 100 years with 100 ducats a months, they would have a sizeable fleet but only 4 transport ships. Guyana on the other hand, which has much less land and a smaller army, had 12 transport ships. If the AIs do have priorities by which Colonial Region they are in, Caribbean could need some priority reassignment for transports.
I'm not sure how to retrieve any of those saves, as they are Ironman, hanging in the cloud somewhere...?
 

Ozzytizer

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While it's possible this particular Caribbean CN as Portugal isn't big enough yet for transports, it certainly has none while it does have some heavy and some light ships. I haven't played the save recently, but if it isn't useful enough I could start playing it specifically to buff up the CN to produce a more useful save file. Portugal Save File
 

grommile

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Calbrenar

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I didn't even consider that. I always send them admin rulers to help with all the territory I give them. I will try sending diplo leaders to see if they actually colonize. Sending military leaders certainly doesn't help with them doing any military stuff lol
 

Ungerargh

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Being aware of this issue, in my current game I was shocked to see French islands getting sieged during a war...until I checked who was doing it. Nope, not Cuba... Nova Hollandia (Canada). D'oh! They still went to Cuba in the peace, of course.

AI freeze is also very annoying. I have had CNs declare war on natives and then leave their troops at the capital, I've seen them wage a successful war and then let rebels overtake the land they just took, etc.

Tangentially, not that I mind, but if I decide to enforce peace on a native nation at war with my CN, shouldn't they be taking into account that I have an order of magnitude more troops than them and pretty much always accept? I think the calculation needs to weight troop counts higher.
 

Outrider

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Would be helpful.

Do you have a hosting site preference?

I'm comparing two save games myself.

1) The CNs are fairly fragmented, with none having a fleet more than 10. Only one CN has a single transport.
2) there are some larger CNs, that have anywhere from 15 - 37 ships, with a decent number of transports. The smaller CNs with fewer than 10 ships rarely have a single transport and then no more than 1.

Perhaps this is a priority issue then, where they won't prioritize transports until they've built a dozen heavy/light ships.
 

Castrolol

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Caribbean should be a trade company instead of a colonial nation. CNs are too dumb to deal with the fractured islands and the CN mechanics don't really allow for the constant changing of hands that most of the islands went through. Would make that area a lot more dynamic, especially in MP.
 

Sgt.Pepper1947

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Caribbean should be a trade company instead of a colonial nation. CNs are too dumb to deal with the fractured islands and the CN mechanics don't really allow for the constant changing of hands that most of the islands went through. Would make that area a lot more dynamic, especially in MP.
This is be a good idea because the Caribbean CN it seems are the only ones for me to suffer form this problem of doing nothing.
 

Bragi

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And we didn't even mentioned the problems with the random generated NW, wherein the Caribbean could easily be located on mainland.. *sigh*
 

richtman

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I second this. Have been playing a lot of colonizing during the last couple of weeks and havings CN:s all over america. NONE of them build any transport ships. This i not such a big problem for the land based CN:s but its a huge problem for CN:s in the carribean during warfare and when dealing with rebels.
 

azek

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In my last England game all my colonial nations build transports and other ships. Maybe they spend they money to other things and need a lot of income to build transports.

iemjd5.png


fwj0ns.png


k9dk4l.png


There should be a rule for CN ai that it doesn't colonise other colonial regions if it has possibility to colonise it's own region. So this doesn't happen where they block other CN and now they can't core their province:

1177exj.png
 

richtman

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In my last England game all my colonial nations build transports and other ships. Maybe they spend they money to other things and need a lot of income to build transports.

iemjd5.png


fwj0ns.png


k9dk4l.png


There should be a rule for CN ai that it doesn't colonise other colonial regions if it has possibility to colonise it's own region. So this doesn't happen where they block other CN and now they can't core their province:

1177exj.png

This could be true. I usually end my games in the 1500's before my CN:s can rack up a good income. Still they prioritize building a lot of heavy ships before building any transport ships which I find wrong. They should prioritize building a capability to transport troops around BEFORE trying for dominance of the high seas.