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Second Lieutenant
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Two questions then;

1) Assuming I can get more IC than the US and I get military control, will I later lose it again if they subsequently overtake me? (more relevant to a new game)

2) Any way of modding/editing this (instructions for a non-modder needed) because otherwise in my current game, I'm f*cked.
 

alufdufe

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I've never been able to get "acceptall" to work against the US. But modding the save game is very easy. In the saved game go down to the US. Directly above the first leader entry add the line:

control = "eng"

save.

I don't know if it's necessary, but I would also edit out the MC of the US over Liberia and the Phillipines, if they still exist. If you want an example, the US has MC over both these countries. Pick a save game drop down to the Phillipines, scroll down until you hit the start of the leader list and you'll see exactly what the line looks like.
 

unmerged(151142)

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This is actually a very interesting question here. Is it just a hardcoded rule one cannot take control over bigger allies, or can one also edit the ai files it refuses out of principle, i.e. Finland refuses to cede control to Germany? Could one give US control to a human UK player via event?

Edit: I just looked it up:there is an event command that says "grant military control", so one should be able to write an event that enables the UK player to command all US forces. The question remains if the opposite is possible, like the Finland example?
 
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alufdufe

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I'm not sure if you're asking a technical or philosophical question there.

The technical part:

Military Control is a diplomatic action. It has a % chance of success based on the amount of ICs in the initiator and the target. If the initiator has more IC, the bigger the difference, the greater the chance of success. If the initiator has less, the greater the difference, the less chance of success. Depending on the scenario, the US can have 200+ more than the UK. This drops the chance of success to near 0. Contrary to popular opinion "acceptall" does not guarantee success with every diplomatic action. It raises the odds to the point where most actions will be successful. But the odds are too low in this case. I haven't tried it, but I'm reasonably confidant you can do it by event. It's not hardcoded or you probably couldn't do it by editing the save game.

By the way, my instructions were for editing a saved game not an AI file. But if control of Finland is passed by event, you should be able to change the probabilities to whatever you want.

On a philosophical note:

I've seen a lot of games where the AI US laid down, wrecking an otherwise interesting game. If some UK player wants to take control to save a good game, I can totally sympathize.
 

unmerged(151142)

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Thanks, but I had something slightly different in mind...Like countries who absolutely do not want to join an alliance, no matter how good your relations or interventionism are, I pictured a country that by no circumstance would grant you military control, even though they are in your alliance. Strictly out of the gameplay, not editing saves or anything. So either it's defined somewhere in the Ai file and one could alter it or it is hardcoded, right? Taking the Finland example, in a MP game the German player should not be able to take control of Finland, I think, and deploy the Fins at the Western Front...
 

alufdufe

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There is a resistance to "influence", but if there is a resistance to MC, I couldn't find it documented anywhere. You could raise the cost of the action to say -100000, but then nobody would be able do it. You could have a house rule that limits their range.