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unmerged(337549)

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I found a bug but don't want to report it. Is that allowed?

v1.4.1.1 (1f0b)

Cost of annexation is always listed as (50 * num_of_provinces). However if certain casus belli are used no diplomatic power is lost.

Annexing three-province Aq Qoyunlu:
  • Claim: 150 diplomatic power needed for annexation. Zero power lost.
  • Tribal Feud: 150 diplomatic power needed for annexation. Zero power lost.
  • Insult: 150 diplomatic power needed for annexation. 150 power lost.
  • No casus belli: 150 diplomatic power needed for annexation. 150 power lost.

Both claim and tribal have parameters for annexation if that has anything to do with it.

EDIT: Made a thread on the Bug Report board. Includes addition UI inconsistency with canceling vassal costs.
http://forum.paradoxplaza.com/forum...0-1.4.1.1-Peace-Treaty-Diplomatic-Power-Costs
 
Last edited:

Jorlem

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In my current game (on the 1.4.1.1 beta, obviously), the mission to improve relations with Burgundy is showing up twice in the list of selectable missions.
 

mgoetze

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Ok I am finding the automatic call all willing allies to be pretty buggy at the moment. As Morocco I allied Algiers and Tunisia and then declared war on Portugal. Algiers honoured alliance and accepted call to arms but tunisia did nothing. Alliance still intact and I can manually CTA as long as war is less than 60 days old.
I had this same problem with 1.4.0, funnily enough also as Morocco, with Mamluks always needing the extra invitation. Most recently, the declare war screen indicated they would join, but then the manual CtA actually didn't have them joining due to a big "distant war" negative (perhaps after colonial nations joined in?)
 

chameloid

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In the Random New World, sometimes traderoutes overlap which makes it impossible to select one of them for steering in the traderoute mapmode. In the following example videos (from Arumba's CoP Pawnee LP) you see that there are two traderoutes leaving the California tradenode (at the top), one to the (gigantic) Mexico tradenode due south and one to the Mississippi tradenode farther east. Yet you cannot click the outgoing traderoute to Mississippi for steering because (presumably) it is overlapped by the outgoing traderoute to Mexico. The traderoutes only fork just shy of landfall in the south:

http://youtu.be/YWFgTjLDnA0?t=12m17s

Also, Japan seems to have an exorbitant amount of tradepower in the for them unexplored Mexico tradenode propagated from downstream in Asia all the way across the Pacific:

http://youtu.be/ZIqzSNg3GXs?t=47s
 

Saladin Osmanli

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- Can no longer get the same mission twice
I'm not sure whether this means "If you cancel a mission, you won't inexplicably get it again when the requisite five years pass for you to choose a mission", or if it means "If you cancel a mission, you will never be able to get it again during this playthrough, period". Can someone confirm?

This is wad... the double core time for annexed nations wasn't really working the way we wanted. It's just changelog confusion.
And no substitute measure is forthcoming?
 
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TheRevanchist

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I'm not sure whether this means "If you cancel a mission, you won't inexplicably get it again when the requisite five years pass for you to choose a mission", or if it means "If you cancel a mission, you will never be able to get it again during this playthrough, period". Can someone confirm?

First thing that came to mind was "If you complete a mission, that same mission won't pop up again". For example those "Colonize this region" missions where the success condition is owning one of 3 provinces. If you complete that mission, sometimes, later in the game, you will get that same mission again if you don't own all 3 provinces yet.

But now after reading your comment, I'm more confused.
 

Jorlem

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I'm not sure whether this means "If you cancel a mission, you won't inexplicably get it again when the requisite five years pass for you to choose a mission", or if it means "If you cancel a mission, you will never be able to get it again during this playthrough, period". Can someone confirm?


And no substitute measure is forthcoming?
I think it is supposed to mean that you can't get the same mission twice in the same list of missions. However, if this is the case, then it is not working, as I was offered a mission to improve relations with Burgundy as two of my possible three missions at one point, as I mentioned upthread.
 

frolix42

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- Cardinals will no longer spawn from territories not on the same continent as the Holy See.

VkTv1AJ.jpg
 

VampireBoot

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A few comments:

- Raised diplovassalize base tax cap from 30 to 40
Can you export this to defines.lua? It's the type of variable that modders like to tweak, and I'm sure I'm not the only one who prefers the no-limit diploannex of 1.2.

On the subject of defines, it'd be nice to have a variable controlling pirate spawns in defines.lua as well. Pirates just seem like a pointless nuisance to me, and it's frustrating that I can't find any way to disable them via modding. A simple "ALLOW_PIRATES = 0/1" would be well appreciated.

- Fleet Basing Rights no longer gives colonial & coring range
I really dislike this change. I've never used fleet basing rights except to increase colonial range; take that away and it becomes nearly useless. Since fleet basing rights are fairly hard to get now from random neutrals (judging from recent experience) and colonial countries refuse to give it to you, this hardly seems like much of an exploit. Can someone explain the reasoning for this change?
 

Bragi

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Also, Japan seems to have an exorbitant amount of tradepower in the for them unexplored Mexico tradenode propagated from downstream in Asia all the way across the Pacific:


Confirmed as seen already in 1.4, random map.
 

Penguintopia

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A few comments:

- Raised diplovassalize base tax cap from 30 to 40
Can you export this to defines.lua? It's the type of variable that modders like to tweak, and I'm sure I'm not the only one who prefers the no-limit diploannex of 1.2.

This would be awesome! Yes, please, Paradox please export this to defines.lua! Please!!
 

Rajul

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Test beta 1.4.1.1 (1f0b), Illiwinek, 1444 start:

1) You can still pick the native advancements in the order that you like. Is it actually WAD?

2) No federation has been created by the AI;

3) Migration every five years feels too slow for me;

4) The peace deal "Show Strength" probably needs something else, like +20 prestige for example;

5) Allies won't cross the uncolonized lands to help you at war;

6) Hudson Bay, but also Mexico trade nodes should be known by the Natives I think;

7) I have yet to see a Native colonizing (Edit: in 1546, AI Cree started to colonize. Critical mass I guess);

8) BUG: There is a bug in the range of the colonist:

umhz.jpg

jueu.jpg
In my case the straits seems implicated: Menominee is my capital and I can normally colonize everything to the west; but nothing in the east or the south.
(I have yet to check if the bug disappears with a reload) Edit: The bug disappeared after resuming the game;

9) BUG: A ghost core of the United States in the province of Nipmuc, and only there:

j3vk.jpg

10) BUG: Units that end up in uncolonized lands don't go back home;



Also, your concept of migration has so much potential for the gameplay...
 
Last edited:

sss4r

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- The message notification for reaching max improve relations now has a button for recalling your diplomat
- Reaching max improve relations will no longer automatically recall your diplomat

Thanks! Can you please clarify these? I mean, if I don't recall the diplomat, will he stay so I can assign other jobs? And if so, how would he be recalled?
 

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"No pirates in my carribean" should also be changed.

Are there any changes to colonial nations AI? They never colonize.

They do colonize. In my game 'Spanish mexico' colonized on it's own while I focused on south america. It all depends on what 'attitude' they have. If it's a colonizer it will colonize more than when the colonial AI is set on diplomat or balanced.

Also you need to pump big piles of money into it to kickstart the colony.
 
Last edited:

LarryLeica

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Any way to play this beta and keep a running version of 1.4.1, which I am playing in MP?

Copy your 1.4.1 folder somewhere and launch from there, you don't need steam to play it.
 
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