• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(3474)

Dos a cero!!!
Apr 29, 2001
302
0
Visit site
There are probably some other tweaks you could make to the ai files, but one thing that definitely helps is restoring the glass and precious metals components to the Mission and Trading Post Build Costs. Open projects-costs.txt and add the following lines:

"glass = 10" (in the mission section before the "}" ) and
"precious_metal = 10" (in the trade_post section before the "}")

This really slows down some of the colonizing, but glass is something the Russia and the Ottoman Empire will get eventually, so missions still pop up pretty often.
 

Therlun

no faith
3 Badges
Sep 18, 2003
366
0
Visit site
  • Europa Universalis III
  • 500k Club
  • Hearts of Iron II: Beta
i tried with adding a cost of 1 paper to missions, and 1 fabric to trading posts.
the result was a slow colonization of the african cost (coaling stations) and nearly no colonization of the african mainland untill 1846.

no russian colonies in whole africa, mainly england, netherlands and spain.
(i have yet so see france doing "real" colonizing)
 

Phil Beard

Phil Beard
8 Badges
Jan 24, 2003
107
0
Visit site
  • Hearts of Iron II: Armageddon
  • Europa Universalis III
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Rome: Vae Victis
  • 500k Club
Yes, certainly Russia and, to a lesser extent other European countries, colonise far too early when Africa, in particular, had not been explored. The game ought to reflect that until about 1880 Africa still was the unknown continent.
 

Jon F. Zeigler

Captain
96 Badges
Feb 3, 2002
312
0
Visit site
  • Cities: Skylines Deluxe Edition
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
I boosted the costs of colony buildings in the appropriate file, and this slowed things down quite a bit. Not enough, of course - European powers were still starting to claim colonies in Africa in the late 1840s - but at least it ensured that whoever I was playing could get some claims in before the British, Dutch, and Russians absorbed the entire continent in 1845. :rolleyes:

More tinkering seems indicated. The notion of requiring some hard-to-get secondary products seems like a good one.
 

Palmetto

Sergeant
62 Badges
Nov 23, 2002
93
1
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Arsenal of Democracy
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis III Complete
It would be nice if the Africa colonizing could be tied to the medicine inventions. Europeans would have taken over a whole lot sooner if the bugs hadn't kept killing them.

A requirement for colonizing certain tropical provinces should be the anti-malaria drug invention, for example. This would require researching medicine and getting the invention before taking over Africa.
 

Windmolen

Major
20 Badges
Nov 15, 2003
549
1
Visit site
  • Majesty 2
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Achtung Panzer
  • 500k Club
  • Victoria 2
  • Supreme Ruler 2020
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Heir to the Throne
  • For The Glory
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
I made this rather quickly

event = {
id = xxxxx
random = no
country = YYY

name = "EVT_xxxxx_NAME"
desc = "EVT_xxxxx_DESC"
style = 0

trigger = {
event = 5402 #Medicine
event = 537 #Aerial Bacteria and Antiseptic Principle
event = 538 #Vaccination
event = 543 #Prophylaxis against Malaria
}

date = { day = 9 month = july year = 1855 }
offset = 60 # Check for trigger conditions every 60 days
deathdate = { day = 30 month = december year = 1865 }

action_a = {
name = "Ok"
command = { type = ai which = TAG_colonization.ai } # Switches the ai file of a country.
}
}

For this to be working all country's should have their colonization preferences removed. After a certain date, if certain technology's have been discovered and invention's have been made, AI is switched from non-colonization towards normal colonization. Ofcourse this isn't affecting the human player, so colonization should then be made more expensive. Also, Argentina, Russia, OE, Mexico and the like should NOT get a colonization AI. Colonies should be granted to them by event only, ofcourse for the normal colonization costs.
 

Darkrenown

Star marshal
142 Badges
Jan 8, 2002
24.761
16.975
no
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Sunset Invasion
  • Ancient Space
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • A Game of Dwarves
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • East India Company
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
Why shouldn't the AI get colonies? Sure, slow it down, but don't make countries unable to colonize just because they didn't historically.
 

OHgamer

Victoria's Plastic Surgeon
38 Badges
Jan 28, 2003
18.057
650
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2 Beta
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Victoria 3 Sign Up
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis III
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Hearts of Iron II: Beta
I've been doing alot of testing on how to slow down colonization by the AI, and the solution (based on the 1.02 economy mod) involves

1) tweaking the requirements for building claim posts (I am having good luck with UKP10000/100 Lumber/100 Cement/50 Regular Clothes for Missions and Trade Posts)

2) Cutting back the initial territorial holdings of nations like the Netherlands (in Indonesia outside of Java), Russia (interior Siberia and Alaska) and the USA (interior Great Plains/Rocky Mountains) so they have a focus for their colonization in their traditional zones while the English finish colonization of Canada/Australia and the French start work on Senegal/Gabon/Algeria

3) Reprioritizing the colonial order for the major AIs to reflect the territorial changes and keep the English & French from swooping in on other nation's primary regions

4) Adding relative factory/RGO build sections to all the major and minor AIs (including default AI) - without this the AI tends to perform very badly in keeping goods in the world market, I now find that most of the basic raw materials available in 1836 are provided (and the number of nations going bankrupt dwindled to almost 0). This is I think a key piece of the puzzle that was missing and it's not all that hard to add.

The results (on VH/Furious test games) I am getting are that most of the African coast is still open for colonization by 1850 and the interior is only just starting to be penetrated from the coastal holdings for those powers that have them.
 

Slacker22

Sergeant
56 Badges
Feb 7, 2003
95
0
Visit site
  • Europa Universalis IV: Rights of Man
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Victoria 2: Heart of Darkness
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
Well, there are some things I don't mind. If the Ottomans want to colonize Northern Africa FROM their holdings in North Africa, and they're doing well, that shouldn't be stopped. Or if Brazil is doing exceptionally well, them attempting to acquire a colony in Africa.

Could there be some way to tie the activation of a colonization AI for countries that normally DON'T colonize to their relative standings? Say, if their industry and prestige hit certain benchmarks, they get a basic colonization AI turned on that lets them expand a bit?

Hell, for that matter, it may not be a bad idea to force the traditional colonization powers to meet the same minimum standard, come to think of it.
 

Theodotus1

General
94 Badges
Nov 20, 2003
2.315
168
Visit site
  • Cities: Skylines Deluxe Edition
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Victoria: Revolutions
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
Therlun said:
i tried with adding a cost of 1 paper to missions, and 1 fabric to trading posts.
the result was a slow colonization of the african cost (coaling stations) and nearly no colonization of the african mainland untill 1846.

no russian colonies in whole africa, mainly england, netherlands and spain.
(i have yet so see france doing "real" colonizing)

I've added back in 1 glass for missions, and 1 precious metal for trading posts. (I take these to simulate glass windows in churches, and money with which to balance accounts and pay salaries for employees.)

I've also increased the lumber and cement costs for forts to be equal with coaling stations. (Why should a fort be less sturdy than a coaling station?) And I've added 1 small arms, 1 canned food, 1 ammunition, and 1 artillery as a requirement. (Food and weapons for the garrison.)

Additionally, I've added a requirement of 1 paper to missions (to simulate prayer books and school supplies, assuming that most missions run schools of some sort). I've also added requirements to trading posts of 1 for ammunition, small arms, fabric, and liquor, to simulate trade good supplies.

These changes seem only logical. I'll see how these effect colonization speed.
 
Last edited:

Darkrenown

Star marshal
142 Badges
Jan 8, 2002
24.761
16.975
no
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Sunset Invasion
  • Ancient Space
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • A Game of Dwarves
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • East India Company
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
OHgamer said:
The results (on VH/Furious test games) I am getting are that most of the African coast is still open for colonization by 1850 and the interior is only just starting to be penetrated from the coastal holdings for those powers that have them.

Beware of testing on VH, the AI gets a production bonus on levels above normal.
 
Dec 27, 2001
765
0
Visit site
I must have spent something like 40 hours trying to get the AI colonisation speed right by economic means. Conclusions:

- adding a commodity to colonial building costs immediately causes a chronic shortage of that commodity on the WM. Beware of adding anything (such as paper, clothes, etc) that is needed to promote POPs, build railroads etc. Exceptions: common stuff like cement, lumber, iron, grain(!) etc. But of course adding common stuff achieves nothing in terms of slowing down the cxolonisation process.

- if you want to stop AI colonisation in its tracks, add fabric as a requirement. The AI has a really hard time with this - so hard it doesn't work well in practice (not even with tiny amounts like 5 fabric).

- I've used booze (wine and liquor) in my economic mod. Adding a requirement of 50 wine for missions and 50 liquor for trade posts slowed down the process noticeably, AND I was still able to get some on the WM from time to time. However things still happened too fast for my liking; in my mod the requirement is 100 units. It may seem high, but it worked better than any other solution so far in the test games I've played. The only downside is that prices for booze increase sharply, which means less money for your booze-loving POPs (keep in mind they're supplied by a 'phantom' market that always has the goods, however the prices there are influenced by the demand). But this is not unrealistic, and should spur you to copy historical patterns by setting up your own booze factories.

Hope this helps.
 

Theodotus1

General
94 Badges
Nov 20, 2003
2.315
168
Visit site
  • Cities: Skylines Deluxe Edition
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Victoria: Revolutions
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
Michaelis said:
I must have spent something like 40 hours trying to get the AI colonisation speed right by economic means. Conclusions:

- adding a commodity to colonial building costs immediately causes a chronic shortage of that commodity on the WM. Beware of adding anything (such as paper, clothes, etc) that is needed to promote POPs, build railroads etc. Exceptions: common stuff like cement, lumber, iron, grain(!) etc. But of course adding common stuff achieves nothing in terms of slowing down the cxolonisation process.

- if you want to stop AI colonisation in its tracks, add fabric as a requirement. The AI has a really hard time with this - so hard it doesn't work well in practice (not even with tiny amounts like 5 fabric).

- I've used booze (wine and liquor) in my economic mod. Adding a requirement of 50 wine for missions and 50 liquor for trade posts slowed down the process noticeably, AND I was still able to get some on the WM from time to time. However things still happened too fast for my liking; in my mod the requirement is 100 units. It may seem high, but it worked better than any other solution so far in the test games I've played. The only downside is that prices for booze increase sharply, which means less money for your booze-loving POPs (keep in mind they're supplied by a 'phantom' market that always has the goods, however the prices there are influenced by the demand). But this is not unrealistic, and should spur you to copy historical patterns by setting up your own booze factories.

Hope this helps.

This is good information. (I'll have to ponder on it.) The points about shortages are well taken. I may drop the paper requirement. And I hadn't thought about having a wine requirement for missions. (Of course, such a requirement is ahistorical for non-Christian missions.) I tend to use requirements of just 1, so that they act as gatekeepers, rather than as something that will drain the WM.

The fabric requirement I'll test, using a requirement of 1. I'm not certain that it's a bad thing to significantly slow colonization. Having just referred to various maps of African colonization, the race we see should start in 1876, and not before. (In 1876 there was little more colonization than in 1836. 1876 is the historical breakpoint, after which everything changed and Africa was divided up in a rush much like what we see in the game.) If fabric requirements limit colonization until as late as circa 1876, that would only be historical.
 

Therlun

no faith
3 Badges
Sep 18, 2003
366
0
Visit site
  • Europa Universalis III
  • 500k Club
  • Hearts of Iron II: Beta
shortage of goods?
now since i gave up trying to buy paper, glass, fabric, clothes, furniture, lux clothes and lux furniture this isnt much of a problem, at least for me.
the world market right now is only good for buying basic resources, and selling products IMO....
 

unmerged(16133)

First Lieutenant
Apr 10, 2003
263
0
Visit site
Theodotus1 said:
This is good information. (I'll have to ponder on it.) The points about shortages are well taken. I may drop the paper requirement. And I hadn't thought about having a wine requirement for missions. (Of course, such a requirement is ahistorical for non-Christian missions.) I tend to use requirements of just 1, so that they act as gatekeepers, rather than as something that will drain the WM.

The fabric requirement I'll test, using a requirement of 1. I'm not certain that it's a bad thing to significantly slow colonization. Having just referred to various maps of African colonization, the race we see should start in 1876, and not before. (In 1876 there was little more colonization than in 1836. 1876 is the historical breakpoint, after which everything changed and Africa was divided up in a rush much like what we see in the game.) If fabric requirements limit colonization until as late as circa 1876, that would only be historical.
well there is a problem with slowing it down too much imo, that is the player(s) we are nt limited the way the AI is, and in so will be able to colonize far more than our fair share (for whatever country we are playing) if you know you need 50 Semi_important_item then you will build and not sell until you have atleast that if not a large surplus. this in effect will create almost an opposite effect, hmm i colonized africa with Two Scicilies.. woohoo, of course GB could only build 4 colonial buildings because of the new requirements. esspecially with the reduced production in effect in 1.02.
 
Dec 27, 2001
765
0
Visit site
Mellow said:
well there is a problem with slowing it down too much imo, that is the player(s) we are nt limited the way the AI is, and in so will be able to colonize far more than our fair share (for whatever country we are playing) if you know you need 50 Semi_important_item then you will build and not sell until you have atleast that if not a large surplus. this in effect will create almost an opposite effect, hmm i colonized africa with Two Scicilies.. woohoo, of course GB could only build 4 colonial buildings because of the new requirements. esspecially with the reduced production in effect in 1.02.

You've nailed it. Adding a symbolic requirement that cripples the AI gives the human player an unreasonable advantage. Adding a big requirement that's a problem (but a surmountable problem) for both the AI and the human player is much better.
 

unmerged(13764)

First Lieutenant
Jan 14, 2003
219
0
Visit site
While the number of claims the AI sets up can be very annoying, take a close look at the types of buildings it's using. They mostly build missions, with a few trading posts, a coaling station on rare occassions. I have yet to see the AI build a colonial fort!

My advice on colonies: in the early game, don't focus too much on industry/railroads. Instead, look to establish a few key buildings in a few key locations. Try to get at least a fort (and if needed a coaling station) in any area you want to be sure to control. Then, a colonial war or a little effort on the diplomatic front should allow you to pick up the couple of buildings needed to claim the area.

Recognize that you can't colonize everything, or even everything that you may wish. But with a little planning you can still get quite a bit, and probably more than your country did historically.
 

unmerged(6766)

M de la Marine et des Colonies
Dec 10, 2001
1.314
0
Visit site
If you change the needs of all the claim building types to require one electric_gear, with the exception of coaling station (make it need fabric or precious_metal) it will prevent the AI from colonizing the interiour of Africa until the 1860s. But it will still allow them to claim coastal provinces(sliowly), so it works out pretty well.
 

Theodotus1

General
94 Badges
Nov 20, 2003
2.315
168
Visit site
  • Cities: Skylines Deluxe Edition
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Victoria: Revolutions
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
Michaelis said:
You've nailed it. Adding a symbolic requirement that cripples the AI gives the human player an unreasonable advantage. Adding a big requirement that's a problem (but a surmountable problem) for both the AI and the human player is much better.

Quite true. So what would be the best such big requirement? (And does having a requirement of one fabric for a trade post really throw a big wrench in the global works? I haven't yet seen for myself. It makes me wonder if every country that exported fabric and clothing has such factories. Maybe I'll research that.)

The addition of large alcohol requirements to missions and trade posts is interesting, though with missions it is only semi-historical. (No alcohol for moslem missions in real life, of course. Then again, there weren't a lot of non-Christian missions in real life, as far as I know.)
 
Last edited: