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unmerged(15967)

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The cuture rule might need some fine-tuning.
The OE won't be allowed to annex any armenian or kurdish provinces since it already owns romanian ones? What about Nubia for the Mamelukes? Portugal in west Africa? Maybe limit the restriction to cultures that might belong to future player nations? So that german, Scandinavian, Polish, mongol, perisan etc. stay protected but armenian, georgian, kurdish, rumanian etc. don't.
 
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Redphoenix- Good, that’s one for France. I am hoping for a real clash of titans in France.

Burgundy has the potential to really make a difference.

Wyvern’s Russia was really cool last time. Will be interesting to see if it can be repeated.

Stein- I did think about doing it the named-culture way but was concerned it might get complicated and might have unlimited exploits.

Africa is a good example of the problem with my initial culture ruling.

I am less concerned about the Ottomans as there will be 2 anatolian powers who ought to have some of the cultures that you are talking about.
 

Peter Ebbesen

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Originally posted by Mowers
Probably, its certainly a step into the great unknown. There are going to be a lot of lessons learnt and hopefully they are not too painful. But if, once again, we can get the momentum of Tsunami to exceed the mass of players attempting to exploit in every which way they can then we should be able to break some more box office records and have an awful lot of fun in the process.
One thing, though, Mowers. If you contemplate adding an Asian dimension later on (as was done in Tsunami), I really recommend applying my manpower mod to your scenario from the game start (where it can be done with a single include in the .eug file), as Asian default manpower is incredibly low. :)
 
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Originally posted by Peter Ebbesen
One thing, though, Mowers. If you contemplate adding an Asian dimension later on (as was done in Tsunami), I really recommend applying my manpower mod to your scenario from the game start (where it can be done with a single include in the .eug file), as Asian default manpower is incredibly low. :)

Can you remind exactly what your manpower mod does again Peter?

Just so that I have a better understanding of the situation.

Thanks mowers
 

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Originally posted by Peter Ebbesen
One thing, though, Mowers. If you contemplate adding an Asian dimension later on (as was done in Tsunami), I really recommend applying my manpower mod to your scenario from the game start (where it can be done with a single include in the .eug file), as Asian default manpower is incredibly low. :)

propblem with asian manpower mod, is that you should configure OE, poland etc maybe to get a bit higher manpower to compete then too :) though I guess they should be anyway...
 

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Originally posted by Peter Ebbesen
One thing, though, Mowers. If you contemplate adding an Asian dimension later on (as was done in Tsunami), I really recommend applying my manpower mod to your scenario from the game start (where it can be done with a single include in the .eug file), as Asian default manpower is incredibly low. :)
Doesn't your manpower mod also increase anatolian manpower, though?
 

Peter Ebbesen

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Originally posted by Mowers
Can you remind exactly what your manpower mod does again Peter?
Sure - from the release notes:

Manpower mod v0.9.0 release notes snippet
Purpose: Upgrades the manpower of all of Asia save Siberia on a province by province basis, making the East an interesting place to live and to visit. Game balance has been given a higher priority than historicity.
 

Peter Ebbesen

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Originally posted by Freiherr vStein
Doesn't your manpower mod also increase anatolian manpower, though?
No. That is a separate PAoE modification.

Originally posted by Redphoenix

propblem with asian manpower mod, is that you should configure OE, poland etc maybe to get a bit higher manpower to compete then too though I guess they should be anyway...
Russian provinces already have some of the highest manpower in the game outside Italy, the Ottomans have plenty of manpower as well, and Poland is hardly in competition with Asia.
 

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well I support in general implementing it, Poland/Oe/Russia/Poland have a bit too weak manpower compared to europe as it is though. Though Strenghtening russia too much puts sweden in a hard spot :)

I guess it should be allright though, I'd say put the asian manpower mod in. Makes china/mughals etc a lot more fun to play.
 

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Originally posted by Johan
Maybe i should just include PE's asian manpower mod in the core game?

I think that would be a good idea.
 

Peter Ebbesen

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Originally posted by Johan
Maybe i should just include PE's asian manpower mod in the core game?
Fine with me.

Perhaps you should also read the very first post in this thread, on making the manpower-population dependency more fine grained, some time. He has a very sensible split that will avoid the huge 1000-20,000, 20,001-200,000, 200,001+ splits while, presumably, requiring a minimal of programming work. (<10 minutes :D)
 
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RedPhoenix

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Originally posted by Johan
Maybe i should just include PE's asian manpower mod in the core game?

while you are at it, could you fix the truce braking when answering defensive alliance call bug :) it gets repetative to fix that allways after sessions.

And it would be a major drag down for tsunami since we don't want to rehost all day to fix peopls stabs. :)
 

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While we are talking about beta changes one top priroity should be to change back CoT generation to the old code, another one to use to old code for the embargo AI. I think the community has an almost complete consensus on those two things, since right now AI CoT owners with trade 4 are always at -3 stab and almost the only CoTs that are ever generated are those 9 ducat ones on isolated islands.
 
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I like the new AI embargo concept it is better than the old concept. How about a new line of code that doesn’t let the AI embargo below 0 stability and that it only embargos a maximum of 3 times a decade?
 

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Originally posted by Mowers
I like the new AI embargo concept it is better than the old concept. How about a new line of code that doesn’t let the AI embargo below 0 stability and that it only embargos a maximum of 3 times a decade?


AI shouldn't lift embargo so lightly also, maybe. Or depending on why it embargoed in the first place.

About the cot creation, I think the new method has some good points to it, but yes the results look bad. I don't think moving back to the old one is best, but improving the new method.

Distance from cot should definately be a smaller factor.
 

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Originally posted by RedPhoenix
AI shouldn't lift embargo so lightly also, maybe. Or depending on why it embargoed in the first place.

About the cot creation, I think the new method has some good points to it, but yes the results look bad. I don't think moving back to the old one is best, but improving the new method.

Distance from cot should definately be a smaller factor.
What good points? CoTs pop up in remote places, and pretty much only there. How is that in any way realistic? besides returning to the old system is the solution with the least work, if Johan is willing to invest several hours into the CoT system reworking it would be much better of course.
As for the embargoes everything that doesn't leave the AI at permanent -3 (and preferably not permanent 0 with 0 stab as treshold for embargoes either) would be a considerable improvement, and the easiest way would be to re-implement the old code.
 

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Originally posted by Mowers
I like the new AI embargo concept it is better than the old concept. How about a new line of code that doesn’t let the AI embargo below 0 stability and that it only embargos a maximum of 3 times a decade?
That's because you don't play SP. I don't do it much anymore, either, but the AI embargoes are currently the closest thing to something that ruins SP play, and not because they make the game more difficult, more the opposite since you get free CBs on CoT owners.
 

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With the most recent patch, I've seen a COT in N. America recently (Susequehanna IIRC) in a MP game, and also a COT in S. America (Uruguay), and a couple of various other places from time to time. It's not as predictable as it used to be (you won't ALWAYS get a COT in Table, you won't ALWAYS get a COT in Jakarta, etc). I don't think this is necessarily such a bad thing.

However I think the trade embargo code does need to be fixed at some point. It really hurt most AI countries in the mid to late games, and it doesn't even seem to help them maintain market share in their COTs. I've seen Portugal embargoing people from it's COT relatively early in the game when it doesn't even have *three* traders in Tago, let alone a monopoly.
Mind you Johan has more important stuff to do than to help the AI learn to trade...
 

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Originally posted by Freiherr vStein
What good points? CoTs pop up in remote places, and pretty much only there. How is that in any way realistic? besides returning to the old system is the solution with the least work, if Johan is willing to invest several hours into the CoT system reworking it would be much better of course.
As for the embargoes everything that doesn't leave the AI at permanent -3 (and preferably not permanent 0 with 0 stab as treshold for embargoes either) would be a considerable improvement, and the easiest way would be to re-implement the old code.

as I said reduce the distance factor in cot creation, then they won't pop up only in remote places. Personally I think a cot should be able to pop up quite close to another cot, providing you don't control it and possibly even its of another religion.