And lastly, rules for defecting provinces have been reworked and all criteria refined.
Could you please explain this a bit? What are now the rules and criterias?
And lastly, rules for defecting provinces have been reworked and all criteria refined.
I can see them just fine. Is anyone else having problems?Hi.
I can't see the screen shots.
Is it just me? What might be the problem?
its ok for me tooI can see them just fine. Is anyone else having problems?
Could you please explain this a bit? What are now the rules and criterias?
A province will never defect to any country if rebels control all of its border.Could you please explain this a bit? What are now the rules and criterias?
This sound really great. Btw, what about colonial provinces in this case?3. Prefer other countries if they match our culture, strongly for primary culture, weakly for others.
4. Prefer other countries if their state religion matches, with bonus to DotF. If religion is wrong, give slight preference based on their tolerance of our religion
5. Check "nations" as defined by revolt.txt, and prefer to defect to own nation
Same ruleThis sound really great. Btw, what about colonial provinces in this case?
No, read dev diary again:So Tordesillas is just for Spain and Portugal?
No other possibilities would the situation be different?
There is no change to ToT rules but the model can be extended to any country tag now and not only Spain or Portugal (that can even be removed or tweaked in the devoted part of the database).
This makes fighting during winter a lot harder.If one of the provinces is under winter conditions, movement between the two provinces is forbidden and a little red cross appears on the map.
The fact that they could cross stora bält had a lot to do with the winters of that part of the 17th century though (the period is refered to as the little ice age for a reason), it wouldn't be possible in the 1400 - 1500's. Possibly if the winter is very harsch the crossing penalty (and the possibility to block the crossing with ships) could be removed? But that does mean that you'd have to keep track of climate changes during the period a lot more closely.
As the time when this kind of crossing would be possible (and even then quite risky, while most of the army could march on the ice, some of it did go through it) is so short though, perhaps it's just a little to specific a change for a game stretching such a long period?
Would it be possible to have one rebel "hidden country" per continent? It wouldn't solve the problem, but would greatly alleviate it.
How exactly will this work? A notifier any time that naval attrition is happening or only when at least one ship reaches say 10% strength?When ships are sinking at sea because of naval attrition
Conversion and colonization chances are computed at the end of the process, not at start (things can change with time)
Counterreformation in Bohemia and Poland-Lithuania in the 17th century.I cannot think of an example where non-pagan populations were actually converted. Conversions in the sense that province switched from one religion to another all seem to have involved displacement of people.