I dont want russia and oe to colonize all of the world and sinse they are great powers is there a way to stop the ai from doing any thing but the objective colonies?
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)
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.
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.
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.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.
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.
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.