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Swuul

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Barnius said:
Naturally, because of your history from ToH: who wouldn't want a crasy stubborn warmongering windlord in this? :D
Me?

:p
 

smn_

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Scenario preview 2 is out, I've updated the link in the first post! Thanks Barnius!

Changes:
- Mexican and South American natives provinces fortified; that with the Budust religion will make them a bit safer from pirates
- all pirates have the knowledge of each other capital (COTs) and 5 other COTs to speed up the end of time when isolation penalty is in play
- there are no slaves in Africa, we are all free spirited pirates! slaves mostily exchanged by shugar, tobacco, naval supplies, grain, iton, copper, with a few changes in other goods
- upon HG suggestion all pirates have the same pirate (hawaiian) cultire
- originally Mameluks east Mediterranean coast given to Ottoman Empire, with the exception of Sinai (The Hedjaz); this way Turks will become strong, despite losing CB on Egypt
 

Wyvern

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Are you going to allow combat in Africa itself? Considering the game theme I suggest you don't. It will focus players minds on what you want - conflict and wealth overseas, you just need to make sure everyone sets off equal in Afrcia.
 

unmerged(10146)

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Here are a few pictures to make things more clear (for those… not too eager… to open the scenario itself ;) )

THE BASIC SETUP WITH “NATURAL BORDERS” – BASE TAX 1 PROVINCES WITH HIGH ATTRITION
post-23-1101381115.jpg


POLITICAL MAP
post-23-1102370893.jpg


COTs
post-23-1102370949.jpg


GOODS (SLAVES AND A FEW OTHER PROVINCES CHANGED)
post-23-1102370990.jpg


A FEW BASIC FACTS:
  • every country has a shipyard and a COT
  • every country has a COT; total of 28 COTs around the world
  • high base tax ports and naval supplies should take care of more or less the same naval support limit
  • African islands are very rich with manpower, so everyone should be interested in them
  • walking to the enemy, even the first neighbour, along African coast and across natural border provinces is attrition expensive – wars in Africa are much easier with navies and landings from them :)
  • simple victory scoring system based on income (inflation adjusted) will make sure everyone know every session who is winning and thus be an incentive to try to prevent it = wars :D

And to ansver Wyvern's question more directly: smn and me still weren't thinking about the rules, but I suppose it would make a lot of sense to have the complete distinction between wars in Pirate bases (Africa) and wars in colonies. We still have to discuss it and get more ideas from the possible players. But Africa is important playground and wars should be allowed there. It is important for manpower, because one rule we agreed upon: "Manpower from other continents forbidden!"
 
Last edited:

Swuul

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Haven't had yet time to check the scenario...
 

unmerged(10146)

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Jarkko Suvinen said:
Haven't had yet time to check the scenario...

Soon a new version will be there, with:
- Orthodox province religion in European coastal provinces exchanged with Catholic and Sunni (because pirates have Orthodox)
- A bit more space for colonisation in India
- destructive events in major European and Asian countries slept (Spanish inflation, Ottoman beys, Persian instabilities, Chinese civil war?)

Any additional comments are welcomed :)

There is a problem with natives in Africa: after first contact with them they simply disapear (in provinces that normally have cities, like Tunisia) or return to number and aggressiveness of the regular GC. Any idea how to enable natives to live through colonisation? They were made aggressive to prevent colonisation from Europeans, but possible we will have to make them completelly peaceful.
 

smn_

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Norrefeldt, Guisan:

Welcome on board ! We are aiming for a start in january, early if we get player slots full quickly, late if it takes more time. At the moment we seem to have 6 or so interested players, 4 more needed.

What is a good time for you guys? Currently it seems that the preferred time is wednesday or thursday, 4 hour weekly session between 18CET and 23CET.
 

smn_

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Questions to players

One of the main points in this scenario is that money should be plentiful. However, with 10 nations competing almost equally for the trade markets, I predict that there will be no really super-rich nations. I think there should be enough money available for lots and lots of naval battles, colonization, auctions and so on. So I want your opinions here.

Do you think that the setting should be richer still?

If yes, how should that be achieved? Take a look at the current setup, and comment these ideas (or add your own):
* Adding a FAA in every capital
* Boosting base taxes in pirate nations (if yes, how much?)
* Boosting base taxes in colonial hotspots (Indonesia, Caribbean)
* Adding gold provinces (if yes then where?)
* Adding starting resources
* Something else

Another question, should we go moddir?
Good in a moddir would be that province.csv can be edited (evening out the colonizing difficulty factors in Africa, and fixing the native problem). Religion.csv could be edited too making the pirate religion more purposeful for this game (for example boosting colonist & diplomat rate without going catholic). Also, custom scenario-fitting random events could be added.

Disadvantage of using moddir is that getting subs ismight be harder, and moddirs take up some more space on drives.
 

Swuul

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smn said:
* Adding a FAA in every capital
No, but I think a pirate-nation having a FAA should get a monetary boost after every session because of the beatiful and plentiful basaar in the capital :)

* Boosting base taxes in pirate nations (if yes, how much?)
No, this is about piracy, not about having a nice fat rich home province, right? :D

* Boosting base taxes in colonial hotspots (Indonesia, Caribbean)
Oh yes!
* Adding gold provinces (if yes then where?)
Yes, gold is nice. Gold should be everywhere :)

* Adding starting resources
Hmm, not really sure what you mean, but more ships can't be bad (if that is what you mean).

* Something else
What about certain "Pirate-haven" provinces? For example Everglades, Jamaica, Tortuga, Curacao, the two Madagaskar provinces, Johor, Timor, (others?) of which holding a Pirate-prince gets an amount of gold after sessions, like (x-1)^2 x100d where "x" is the number of pirate-haven provinces held by the player?


Another question, should we go moddir?
Good in a moddir would be that province.csv can be edited (evening out the colonizing difficulty factors in Africa, and fixing the native problem). Religion.csv could be edited too making the pirate religion more purposeful for this game (for example boosting colonist & diplomat rate without going catholic). Also, custom scenario-fitting random events could be added.

Disadvantage of using moddir is that getting subs ismight be harder, and moddirs take up some more space on drives.[/QUOTE]
 

devil

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I think a mod dir is the way to go, the changes to province.csv and religion.csv will be very great, and make a nice addition to the game. I know it might affect subs a bit, but it hardly a big thing to install a mod, most players have tried it and it doesn't take much time.
 

smn_

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Jarkko Suvinen said:
What about certain "Pirate-haven" provinces? For example Everglades, Jamaica, Tortuga, Curacao, the two Madagaskar provinces, Johor, Timor, (others?) of which holding a Pirate-prince gets an amount of gold after sessions, like (x-1)^2 x100d where "x" is the number of pirate-haven provinces held by the player?

A nice idea .. If the scenario goes moddir, there could be random events for each country, based on ownership of some certain haven provinces .. giving money & such goodness. Otherwise I think it might be a pain to keep track of these, even though Barnius likes maths :)
 

smn_

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Preview 3 is now moddir!

Preview 3

Changes:
- Made it moddir
- Eased colonization in all of Africa
- Added more colonists and diplomats to pirate religion
- Boosted base taxes in Caribbean & Indonesia
- Removed Mysore, Hyderabad and some Vijayanagar provinces to get more colonization space in India
- Hawaiian now primary culture while original is secondary. This way only colonies share a common culture.

Installation: Unzip in your EU2 main directory, launch by running the pirates.bat file.
 

General Guisan

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For me, Wednesday would be better, but Thursday is also ok, even I will just be back from university at around a quarter to six o'clock. Other days are also possible for me...(weekend isn't). I'm used at Central European Time too, so thats all well for me :)