Dear community and devs,
while I was reading a 1800 pages book about the american war of independence, I fell across a surprising occurrence : the necessity even for the British marine to rapidly mobilize fleets and transports for the ongoing war, be it from internal leasing (merchants ships to be used as transport of troops or equipment) or from foreign buying (the Netherlands)
While I did read a previous post about how mercenary navies would not make sense, we are here only speaking about selling or leasing the material itself, not the capacity or experience, or the sailors.
I know selling ships already is part of the game, but I remember in a really old patch, the ability to sell/buy while at war was once removed due to players exploits.
While I do understand the point of view, I think the situation has evolved quite a lot since then
With the introduction of game rules, it is now possible to prevent using the exploit in multiplayer (a small portion of games played) while retaining it for single player (a large portion of games)
It would also be possible to move the hardcoded restriction into the diplomatic_actions.txt trigger, with
That way, the restriction would not be hardcoded anymore, leaving it up to the player or the modder
while I was reading a 1800 pages book about the american war of independence, I fell across a surprising occurrence : the necessity even for the British marine to rapidly mobilize fleets and transports for the ongoing war, be it from internal leasing (merchants ships to be used as transport of troops or equipment) or from foreign buying (the Netherlands)
While I did read a previous post about how mercenary navies would not make sense, we are here only speaking about selling or leasing the material itself, not the capacity or experience, or the sailors.
I know selling ships already is part of the game, but I remember in a really old patch, the ability to sell/buy while at war was once removed due to players exploits.
While I do understand the point of view, I think the situation has evolved quite a lot since then
With the introduction of game rules, it is now possible to prevent using the exploit in multiplayer (a small portion of games played) while retaining it for single player (a large portion of games)
It would also be possible to move the hardcoded restriction into the diplomatic_actions.txt trigger, with
Code:
sell_ships = {
FROM ={
is_in_war = no
}
}
That way, the restriction would not be hardcoded anymore, leaving it up to the player or the modder
Last edited:
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