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RealityGuy

Marshall
Jan 12, 2013
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Literally, the only problem I just can't find a way to fix in this game. AI not accepting trade deals at all. No matter what I offer, for as little at 0.1 of anything, they don't want it. I have gone through all the files, misc and every other, looked through everything, but just can't seem to find the answer. Anyone can help with this?
 
Hello,

[This post does not provide a specific answer to the thread's question, so dismiss further reading if one is looking for a precise response to the thread's query. ]

Personally noticed issues with trade agreements, too. There appears (used italics here because an assumption has been made; in other words, do not know for sure) to be a number of factors associated with the problem of the inability to activate trade agreements with AI countries. The first factor is whether or not a modification is enabled and if there are any events from the mod that restrict trade agreements between particular countries, or events that restrict trade agreements consisting of particular resources, within a designated timeframe. For instance, in The Grand Campaign (TGC) mod during the inter-war period (~1920 to early 1930s) there (once again) appears to be some manner of event chain (possibly a flag set in one of the mod's numerous .txt files) that restricts trade agreements for energy and metal. The only apparent way around this problem is to use the "acceptall" F12 console command once a reasonable trade has been proposed. Again, this problem seems to occur within the interwar time period of the TGC mod so in this case it is likely event related..

Modifications aside, another factor to consider is the relations between countries. Personally noticed that higher relations between countries often enables more generous trade proposals.

With the above mentioned, it is now worth asking:
  • Is the question in relation to a specific modification, or in general? And,
  • What are the relations between the countries the problem has affected?
    • In other words: is the problem remedied by increasing relations between the two potential trade partners?
Another item to raise on the topic of mods: within the .inc files for a specific scenarios of a given mod, each country has preset relations with other countries and also alliance factions. It seems reasonable here to mention the possibility that a mod's .inc scenario files may have preset conditions that will have either a negative or positive impact on trade agreements between particular countries and countries with those of particular alliances (Axis; Allies; Comintern) due to either positive or negative relation conditions preset within the relevant .inc scenario files.

Additionally, when reading through the "trade = {" section of the misc.txt file one notices that there are two lines that (if understood correctly) restrict trade agreements within specific timeframes upon the start or reload of a particular scenario. With this factor in mind, it's now worth asking:
  • Is/are the trade agreement/s not permitted shortly following the starting or loading of a particular scenario (including saved file)?
    • If yes to the above, then the problem is related to the settings in the misc.txt file.
Also, in the difficulty.csv file there is a line that refers to "DIPLOMACY." From reading this file, it appears that a higher difficulty setting will provide a negative diplomacy hit for the human when interacting with the AI. So it's worth asking here:
  • Is the above problem noticeable when a particular difficulty setting has been selected?
    • If the answer here is yes, then once again the issue is likely caused by negative relations -- albeit here the relations are determined by difficulty settings.
Finally, while writing this response the following comment was shared and is also worth considering:

Is this just an example and all other countries also refuse to trade or is it only this specific trade shown in the image?

Having written all of the above, the problem raised in this thread seems to be related to a number of factors (mod; event/s; relations; etc.). Again, not sure. Simply sharing some thoughts on the matter.
 
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Every country refusing every trade.
Weird.
Sometimes I have a problem with trades that the 0% sticks but those are singular cases and can be easily reset by cancel and redo.
Or that resources are shown as "can be traded" but the other country nevertheless not trading and in need of them (probably because the stockpile is too small).
But not a single country willing to trade anything... never had that.

I guess you are playing a mod? You might have more luck in the approbiate mod-thread in the sub-forum Darkest Hour - User Modifications. The modders will probably also want to know wether there was any special or strange line of events before... well, basically wether this world-wide trade-embargo was right from the beginning or what happened before it occured and wether you were additionally tinkering with the code.