Why are some of trade nodes have flags next to them and some of them don't? What is the meaning of the leftmost column?
I'm not 100% sure, but i think it's that some nodes sit in the sea and some are geographically in a province, which thus has an owner. If it's that then there's no mechanical implication.View attachment 576366
Why are some of trade nodes have flags next to them and some of them don't? What is the meaning of the leftmost column?
I'm not 100% sure, but i think it's that some nodes sit in the sea and some are geographically in a province, which thus has an owner. If it's that then there's no mechanical implication.
In the province window to the left of the province name there are two round buttons, one with a crown (move capital) and one with a crate and a barrel (move trade capital). You’ll need the one with a crate and a barrel.However I am not sure where I can do it?
Can you tell me where I can find this option?
I don't know the exact mechanics but there's something weird in there about distance from capital; in a pinch moving your capital to Norway will fix the issue, if you're crunched for time.I'm going for Big Blue Blob and a common strategy is to expand into northern Scandinavia, where annexing low dev provinces generates little AE. I've annexed four Norwegian coast provinces and I'm puzzled why I can only core one province at a time--I can only core Romsdal, then only Trondelag, then its neighbour...shouldn't all of them be core-able after the first?
I'm not seeing any leagues in that picture and the official faith is Catholic; did the protestant league ever form in the first place? I'm pretty sure the bonuses trigger if the Protestant league gives up without ever declaring war, but they might not if it never forms at all.Year is 1644, Brandenburg is reformed, all other electors (including emperor bohemia) are catholic. There were no religious leagues formed, since the reformation centres were in burgund, one of its vassals and england, now if I´m reading the Wiki correct, there should have been an event within 5 years of 1625 that locks catholic as official faith. But there was none and I´d really like the missionary strength from the official faith
Is there something I´m missing or is it buggy?View attachment 580496
Year is 1644, Brandenburg is reformed, all other electors (including emperor bohemia) are catholic. There were no religious leagues formed, since the reformation centres were in burgund, one of its vassals and england, now if I´m reading the Wiki correct, there should have been an event within 5 years of 1625 that locks catholic as official faith. But there was none and I´d really like the missionary strength from the official faith
Is there something I´m missing or is it buggy?View attachment 580496
So basically I have to make sure that the emperor bohemia either looses their emperorship to someone who is more peaceful or I have to kick him and his allies France and Ottomans so hard in the balls they stay down for 5 years?The event has a usual spawning chance of 5 years or so.
The problem is that the emperor needs to be at peace for that entire time. Any war resets timer.
In theory the leagues can still form here.. and league war could fire still. There is no END date for all this until "the diet of ......" event fired to proclaim catholicism as dominant faith
Blockading ports dramatically reduces trade power, slowly causes devastation, and steals some money from the country. All of these functions roughly scale with the amount of development that you have blockaded. The WS effect scales with the % of coastline blockaded, up to a maximum of 25WSI remember something about blockading a country's ports having profound negative effect on their economy, but I can't recall how did that work exactly.
Does every port of theirs need to be blockaded or just the ones connected to capital? And what were the effects of it?
I hope I haven't mistaken this for a EU3 mechanism![]()
You would have to undo the effects of the decision. If it just sets a country flag or a country modifier, you can undo it with theIs there a way to "reverse" a decision by editing the savegame or other method?
run console command and a run.txt which has one of the following two effects:clr_country_flag = flag_that_you_want_to_remove
remove_country_modifier = modifier_that_you_want_to_remove
effect = {) section of the decision in the decisions folder to see what exactly it does. Then you can reverse that by either using the same effect with negative numbers, setting the thing to what it was before or using the reverse effect like the two that I mentioned before.Aren't there any blockade effects on a country scope? Those mentioned are all province scope.Blockading ports dramatically reduces trade power, slowly causes devastation, and steals some money from the country. All of these functions roughly scale with the amount of development that you have blockaded. The WS effect scales with the % of coastline blockaded, up to a maximum of 25WS
from EU3, after all.If the country that owns the port receives any income from overseas colonies or centers of trade, and the port belongs to province that is directly linked to the country’s capital, a percentage of this overseas income will be captured by your fleet and be diverted to your own treasury. If you are able to blockade all of the enemy’s home ports, you can completely cut off his overseas income while making a very tidy profit yourself.
Thank you. I decided to use a find and replace function in a text editor.You would have to undo the effects of the decision. If it just sets a country flag or a country modifier, you can undo it with therunconsole command and a run.txt which has one of the following two effects:
But if the decision did more, you have to undo at least the parts that you care about. You can look at theCode:clr_country_flag = flag_that_you_want_to_remove remove_country_modifier = modifier_that_you_want_to_removeeffect = {)section of the decision in the decisions folder to see what exactly it does. Then you can reverse that by either using the same effect with negative numbers, setting the thing to what it was before or using the reverse effect like the two that I mentioned before.
I have read that in the Wiki as well, but I never seemed to get any Power Projection from supporting rebels. I think you only get it if you support them starting a war after they rebel, but this needs confirmation. As for the money, the larger the rebellion is expected to be (depending on provinces/development that related to that particular rebellion), the more money you'll have to spend to increase their chances of rising in arms.Hello, I have been wondering how Power Projection for Supporting Rebels is calculated? On the wiki it says that it scales with your investment but what is the cap and how much does it scale with investment (i.e. does 1% of your yearly income equal 1 Power Projection)? On a similar note I was wondering what impacts the cost of Supporting Rebels for a particular faction? Thank you for your help.