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Mauer

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Some of the native provinces are producing Unknown and get no production income. These appear to be their initial provinces, RNW.

Game started with beta patch.
 
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panionios

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I hope there will be a 1.4.1.2 soon - there are still so many issues in the current Beta that I simply can not make my self pplay the game atm.

Most important to me is the NOT annexing of Vassals

I agree. We need a 1.4.1.2 beta patch before releasing the 1.5, with (especially) the annexation bug fixed because it is really big. It has serious implications on the behaviour of important (for the game I mean) countries, like France, Poland and Muscowy to name a few.
 

RobRoy3

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Anyone else seeing vanishing colonies?

Reloading a game seems to eliminate colonies that don't have an actual colonist in them.... Sometimes...

Playing CAS in a 1.4.1.1 beta, I've been rolling in dip power with a 4/6/2 monarch and a 3 star navigator. I've completed level four in the exploration idea set, and have some decent dip tech/colonial range plus the navigator, when I get even more range with the temporary Great Man boost. Having just completed/cored Cape Verde, and seeing my navigator getting long in the tooth, but having a reasonable treasury, I figure I'll try to plant as many distant colonies as I can before my bonuses expire - I figure I can afford 4/5 (i.e., 2/3 above the current number of two colonists). So, after colonizing St. Helena and Fernando Po, I recall them and move on to Puerto Rico and a province in South America. After the colonist reaches Puerto Rico, I recall him and send him to another South American site. When they reach, I've got two colonists in colonies on the South American mainland and three more on the islands without colonists. Four have infantry garrisons equal to the number of natives; St. Helena is empty, having no natives.

I somehow get involved in a war with Venice, Aragon, and the Knights and reload, trying to figure out how/why. All three of the colonies without colonists are no longer there.

But if I exit the game completely, and restart, loading the saved game does not seem to kill off the island colonies.

Now, normally, I'd say "bug" right away, especially given that it happened at the reload, not during the course of the play. But, given the undocumented changes, the general trend toward slowing expansion, and the fact that the way colonial nations and protectorates currently work seem to make it harder and less likely to have a large number of colonies, I wonder could some aspect of this be WAD? Could the bug actually be that I'm able to have more colonies than colonists in the first place or that they don't instantly die upon colonist removal? Does someone just hate islands? Are the powers that be putting in anti-save scumming code?

I'm also surprised no one else seems to have observed this. Or did I just miss it? Or has no one really had a similar incentive to go above the number of colonists and engage in reloads?
 

TheBloke

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MAJOR Bug report: [1.4.1.1] MAJOR:Colonies w/o colonist disappear on IN-GAME load when colonist in use

Anyone else seeing vanishing colonies?

Wow! That was an interesting one! Great job spotting it - I'm kind of amazed we've come so far without this HUGE bug being spotted. Then again, it is kind of hard to notice and, as you'll see from the report, extremely unusual and specific.

Brief summary: no-colonist colonies return to Uncolonised land when you reload the same game you're already playing, from the in-game menu only, and only when you have no-colonist colonies at a time when other colonies do have colonists! Load the same save from Main Menu, no problem; load the same save from in-game when you were playing a different game, again no problem! It must therefore be something to do with the game currently being played 'leaking' into the in-game loaded game, i.e. not all game state is properly refreshed and one is able to corrupt the other.

That's actually really worrying; that there's not a generic "wipe all game state before load" method that's guaranteed to be complete. Makes me worried what other hard-to-spot issues exist in certain game loading conditions!?

Anyway, awesome that you spotted that! It was super weird but I could zero in on the exact causes really quick because you spotted the key part of colonies without colonists alongside colonies with colonists. I linked to your post and findings in the bug report.
 

calvinhobbeslik

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MAJOR Bug report: [1.4.1.1] MAJOR:Colonies w/o colonist disappear on IN-GAME load when colonist in use



Wow! That was an interesting one! Great job spotting it - I'm kind of amazed we've come so far without this HUGE bug being spotted. Then again, it is kind of hard to notice and, as you'll see from the report, extremely unusual and specific.

Brief summary: no-colonist colonies return to Uncolonised land when you reload the same game you're already playing, from the in-game menu only, and only when you have no-colonist colonies at a time when other colonies do have colonists! Load the same save from Main Menu, no problem; load the same save from in-game when you were playing a different game, again no problem! It must therefore be something to do with the game currently being played 'leaking' into the in-game loaded game, i.e. not all game state is properly refreshed and one is able to corrupt the other.

That's actually really worrying; that there's not a generic "wipe all game state before load" method that's guaranteed to be complete. Makes me worried what other hard-to-spot issues exist in certain game loading conditions!?

Anyway, awesome that you spotted that! It was super weird but I could zero in on the exact causes really quick because you spotted the key part of colonies without colonists alongside colonies with colonists. I linked to your post and findings in the bug report.

Huh, I didn't even know you could load another save from a game you're currently playing...

On a separate note, is it still the case that annexed vassals' colonies become independent?
 

Foogsie

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Ships will no longer spread their damage as much in naval combat, and will keep firing at ships with 0 morale to sink them if possible.
So with this change, naval lethality seems to be back to insanely high levels. Every single naval battle I've seen in the beta patch has been total fleet kill on one side; and as in the old days, often with extremely few to no casualties on the victors side. Scoring 40+ ship kills for 0-2 losses regularly in larger fleet battles seems kind of crazy.

I much preferred the pre-patch naval combat which felt a bit more realistic, and also meant that some naval power declaring war didn't mean some trade fleets would be randomly disintegrated in the opening conflicts. If the goal is for naval dominance to stick around after a major battle I'd rather just have the ship repair times increased than the current fleet wipes in every battle.
 

aadrianswe

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AI never declares war

Tried 2 games now with the beta patch and the AI never declares war on me. it is boring because I never feel afraid of an unexpected war unless they declare war on one of my colonies.

Is this intended or a bug?
They have no issues declaring war on eachother. Even tried doubling the AI likelyhood of declaring war in defines.lua

AGGRESSIVENESS = 500, -- Base chance (out of 10000) of AI being willing to start a war each diplomatic tick (~1.5 times a month)
AGGRESSIVENESS_BONUS_EASY_WAR = 1000, -- Added to aggressiveness if the war is against a weak or particularily hated enemy

Any feedback appriciated...
 

Alerias

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Anyone else seeing vanishing colonies?

Reloading a game seems to eliminate colonies that don't have an actual colonist in them.... Sometimes...

Yes I had this issue too. Thanks for filing the report.

I had a thread to discuss it but couldnt get anyone else to confirm the issue, I thought it might be only on my end.
 

TheBloke

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Noone has declared a single war against me since I started. I even tried dispanding all my ships and armies and still nothing.
I wasn't even powerful in the beginning.

You should provide some more details:
- What nation are you playing at, and what bookmark did you start from? 1444?
- What difficulty are you playing on? Do you have Historic Lucky Nations on? Any Player bonuses?
- What have you done, and what is the current state of the game?
- What are the relations towards you of nearby nations, and what are they doing?
- What are the personalities of some neighbouring nations that hate you? Are there any Militarists? Or at least Balanced?

And/or provide a save game so it can be analysed.

Deleting all your armies should indeed cause some hostility towards you (no need to delete navies, they have no impact on the AI's assessment of your risk/threat.)

Try insulting some people. Turn on aiview in the Console, hover over the flags of some nations, and see what they Want to Conquer. Then annex some of those provinces yourself. DOW a nation and take a couple of its cores, so it has a reason to DOW you back on Re-Conquest.

Or, if you've already done that a lot, let us know.

I've not done any long-game tests yet. But I have been DOW'd many times by PU-minors, as I was testing PU Independence specifically. So for example as England from 1444 start, I got France in PU and when I deleted all my armies, and France had a Balance personality, France was DOWing me every 5 years (as soon as truce expired) to declare Independence.
 

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another desync:

z0Tq51X.png
 

TheBloke

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Huh, I didn't even know you could load another save from a game you're currently playing...

You didn't? You open the in-game menu, choose Load, and click on any save game. That's all I mean. In non-Ironman you can have as many saves of one game as you like, so of course you can load an earlier save. Or you can load a save from a completely different game. You don't do that? :)
 

calvinhobbeslik

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You didn't? You open the in-game menu, choose Load, and click on any save game. That's all I mean. In non-Ironman you can have as many saves of one game as you like, so of course you can load an earlier save. Or you can load a save from a completely different game. You don't do that? :)

Woah, I just checked that button, and I've definitely never noticed it before...but I always play Ironman anyway, so it wouldn't help?

I guess it's useful if you want to go back to an earlier save and don't want to wait for the main menu to reload.
 

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Woah, I just checked that button, and I've definitely never noticed it before...but I always play Ironman anyway, so it wouldn't help?

I guess it's useful if you want to go back to an earlier save and don't want to wait for the main menu to reload.

I find that whenever I did though, I can't create units. Like if I go to the build screen, it won't show anything.
 

Penguintopia

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So as the HRE, I can't enforce religious unity anymore after 1650. The tooltip says it's because it's because crusades end the year 1650. Has that always been the case?

There has been a variable for this in defines.lua for this since the first release of EUIV. It's been set to 1650 from the start:

Code:
   END_OF_CRUSADES = 1650,                   -- End of Crusade/Excommunicate actions. AI might also befriend old religious enemies.

So you could change that, if you wished...
 

TheRevanchist

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There has been a variable for this in defines.lua for this since the first release of EUIV. It's been set to 1650 from the start:

Code:
   END_OF_CRUSADES = 1650,                   -- End of Crusade/Excommunicate actions. AI might also befriend old religious enemies.

So you could change that, if you wished...

Did that always include enforcing religious unity?
 
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