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Taelyn

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I am playing Muscowy, version 7. The year is 1500 abouts. I have noticed a number of oddities, playing on Very Easy (yeah, I'm lazy) and ferocious.

1) Norway exists. Wierd.
2) Sweden is suicidally attacking me. They've been quiet for 10 years now, so let's hope they've learned.
3) I have been hit by corruption events 4 times at 2 year periods. Taking -100 gold, -1 stability every 2 years is harsh, luckily I've been at peace most of the time. The frequency of harmful random events in general seems really increased.
4) My manufactury in Moscow disappeared at some point. Can manufactories be destroyed or lost?
5) I have not had the Russia event, though I'm not sure that's supposed to happen before 1500. Can't remember.
6) Pretty much every country in the world is going bankrupt. England appears to be excelling in it, averaging a bankruptcy every 5-10 years for a half-century or so. Despite this, I believe they are in 2nd place. Go Enron accounting!
7) The badboy indicator is really convenient.

Any comments?
 

Tim O

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I'm pretty sure there is a certain % chance that a manufactory will be destroyed when a foriegn army lays seige to the city.
 

kurtbrian

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Originally posted by Timothy Ortiz
I'm pretty sure there is a certain % chance that a manufactory will be destroyed when a foriegn army lays seige to the city.

you are quite correct.

as for everyone going bankrupt, how high is your inflation?
 

unmerged(9563)

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I'd like to say, very easy / ferocious is a bad setting. The AI will go crazy attacking, while not getting their War Exhaustion negation that comes in on VH, meaning that they will go bankrupt due to prolonged wars, have constant government falls, ect. That is why Sweden keeps on attacking you.

And Manufacturies dissapear either due to an event, or enemy / rebel troops seiging it. I think theres' a 2 or 3 percent chance of you loosing your manufactury due to a seige / looting. Bad part is, I think that the cost formula dosen't take this into account and makes you build another one at the same price as if you had all your manufacturies.
 

Prince Eugene

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5) The Russia event can be triggered any time after 1520

Code:
#The Empire of Russia#
event = {

	id = 3403
	trigger = {
		owned = {
			province = 270 # Moscow
			data = -1
		}
		OR = {
			owned = { province = 268 data = -1 } # Vologda
			owned = { province = 272 data = -1 } # Nizhgorod
		}	
		OR = {
			owned = { province = 448 data = -1 } # Ryazan
			owned = { province = 271 data = -1 } # Vladimir
			owned = { province = 274 data = -1 } # Novgorod
			owned = { province = 277 data = -1 } # Pskov
			owned = { province = 278 data = -1 } # Tver
		}
		NOT = {
			exists = RUS
		}
		atwar = no
	}
	random = no
	country = MOS
	name = "EVENTNAME3403"
	desc = "EVENTHIST3403"
	style = 2

	date = { day = 1 month = january year = 1520 }
	offset = 30
	deathdate = { day = 30 month = december year = 1820 }

	action_a ={				#Take over the Byzantine Mantle#
		name = "ACTIONNAME3403A"
		command = { type = vp value = 200 }
		command = { type = stability value = 3 }
		command = { type = population which = 270 value = 5000 }
		command = { type = country which = RUS }
	}
	action_b ={				#Leave it on the Floor#
		name = "ACTIONNAME3403B"
		command = { type = vp value = -100 }
		command = { type = stability value = -3 }
	}
}

6) lol!
 

Castellon

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Try Useing the color tag with code segments so that they show up better. Like this:
Originally posted by Prince Eugene
5) The Russia event can be triggered any time after 1520

Code:
[color=white]

#The Empire of Russia#
event = {

	id = 3403
	trigger = {
		owned = {
			province = 270 # Moscow
			data = -1
		}
		OR = {
			owned = { province = 268 data = -1 } # Vologda
			owned = { province = 272 data = -1 } # Nizhgorod
		}	
		OR = {
			owned = { province = 448 data = -1 } # Ryazan
			owned = { province = 271 data = -1 } # Vladimir
			owned = { province = 274 data = -1 } # Novgorod
			owned = { province = 277 data = -1 } # Pskov
			owned = { province = 278 data = -1 } # Tver
		}
		NOT = {
			exists = RUS
		}
		atwar = no
	}
	random = no
	country = MOS
	name = "EVENTNAME3403"
	desc = "EVENTHIST3403"
	style = 2

	date = { day = 1 month = january year = 1520 }
	offset = 30
	deathdate = { day = 30 month = december year = 1820 }

	action_a ={				#Take over the Byzantine Mantle#
		name = "ACTIONNAME3403A"
		command = { type = vp value = 200 }
		command = { type = stability value = 3 }
		command = { type = population which = 270 value = 5000 }
		command = { type = country which = RUS }
	}
	action_b ={				#Leave it on the Floor#
		name = "ACTIONNAME3403B"
		command = { type = vp value = -100 }
		command = { type = stability value = -3 }
	}
}
[/color]

6) lol!
 

Rio

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As has been stated elsewhere, the chance is 3% when a city is besieged or looted by enemy armies that a manufactory will be destroyed. Peter Ebbeson has stated elsewhere that there is an event which will destroy manufactories by random event, but that this was curbed such that it will only effect a random destructive event for a manufactory for countries who possess more than 30 provinces.

While I agree with KwangT that your setting is a bizarre one for the ai to work with, I do not believe it is in any way responsible for some of the strange behavior you are witnessing (other than the attacking bit--clearly you set that up with the ferocious setting). It has been clear that sometime around the beginning of the 106 betas with the BB impact and extreme support costs for armies that the ai for most countries have without variation succumbed to a steady decline in efficacy as inflation eats up their competitiveness. I have done extensive hands off and active SP with the settings in all types of combinations, and it simply doesn't matter whether it is easy very hard, ferocious or weakling. The AI goes with increasing inflation, and if I am playing, my rate of inflation appears to be irrelevant.

I have reported this in my comments on Polish playtesting, and elsewhere. I run three different machines on high speed runs and can get about 6 full results in in a day if I am trying to run a high speed human game as well. (I get distracted and have two kids or I suppose I could be a BIT more efficient!).

Anyway, bankruptcy can stem from the inflation, and the bankruptcy is the root of all the other destabilizing evils. I suspect at the root of a lot of this is the ai needing to have its priorities reset since it is trying to effect either too large a bankroll in cash on hand, or is trying to build too many forces and buildings in too short a time (as well as trying to maintain them).
 

unmerged(10355)

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Does the AI pay full maintenance on very easy? If so, the AI probably goes way over the supportable army limit and would frequently go bankrupt because of it.
 

Taelyn

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Inflation

Thanks for all the responses. The Russian event did happen in 1521, so that's all sorted out. Norway continues to exist, which is very unsettling. As for inflation, its been hovering between 18 and 25 percent. The wars with Sweden are the primary reason for it being so high. At one point early in the game, I was fighting the Teutonic Order, Lithuania, Poland, Sweden, Denmark, Norway, and Bremen (who owned parts of Novgorood).

England has finally gotten its act together, I haven't noticed any bankruptcy's, and it continues to rank 4th in the world.
 

Sam Vimes

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In my game with China I must have had 6 'burned manufactory' events in 200 years... Coste a lot, especially as I don't get free manufactory being narowminded :D
 

Nikolai II

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Originally posted by Quizzical
Does the AI pay full maintenance on very easy? If so, the AI probably goes way over the supportable army limit and would frequently go bankrupt because of it.

As I understand it the AI pays the same amounts as you would, on very easy. And this will likely hurt it.