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Zuckergußgebäck

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jrb001 said:
- Reworking of badboy accumulation. I don't see why if another country DOWs me, I defend myself (and Kick their @$$ in the process), and get territory from them as restitution, I get badboy. THEY DOWd ME.
Perfect example is colonial wars where France will DOW then lose all their colonies - well France, you f-ed up and now you pay. I will take all your colonies, thank you. If not then at least rework colonial war peace options so that the aggressor has to pay somehow if they 'lose' the colonial war.

I´d say that´s quite logical. All the great powers will see a power shift in Africa, with the threat of one nation becoming dominant, hence, they will try to limit your expansion any way they can (I.E badboy war)
 

AzJeff

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Lord_Richmond said:
Well, with wars you can demand indemnities. This is probalby more likely what would happen instead of taking land and causing a shift of power, and will help repay you the cost of the war.

Not in colonial wars.
The options other than taking provinces are greyed out - you cannot select War Indemnites, satellite, demobilize, etc.
In Colonial wars, you can take territory or white peace - basically a choice between Badboy and nothing.
If I don't want badboy I should be able to force my opponent to pay something for their aggression.

- j
 

Zuckergußgebäck

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I discovered another pop exploit:

A revolting pop can be converted to soldiers, made into a division and sent to fight... themselves. Quite amusing, but still a bit of an exploit.
 

unmerged(32848)

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Prestige loss too great for uncivs

I think 100 prestige loss for declaring war on a non-civilized country is excessive. Most people in Europe didn't notice colonial wars, and of those who did many were supporters of imperialism. I've got a posting on this on another thread ("too darn many wars") but someone suggested I should mention it here.

Stewart
 

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Gentlemen, I must admit, I no longer have the time to keep up with this thread. If anyone would like to volunteer to do so, would you please send me a PM, and we can work out the details, perhaps in cooperation with a friendly mod to, say, unsticky this thread and sticky a new one, or some such solution. I apologise to all those whose (no doubt excellent) suggestions I have not collated; RL concerns have me in a moderately crushing grip of late.
 

Lennartos

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Moddir support as in EU2.

to be able to scroll in the research window, so that we have the possibility too have more than 30 researchable objects in one area.
while we are at it lets make the groups scrollable, and give us the possibility to scecify new tech files. ;)

Maybe a a possibility to Force migrate (maybe also emigrate?) a POP to a specific province... cost should depend on target provinces current count of inhibitants and distance (cheaper to move to close emty provinces than filled ones on the other side of the globe)...

Ability to define a Minimum and maximum price for selling and buyng that way, if i am the only supplyer of sulfur i can charge whatever i want. (with increased possibility of an attack because og the others greed ;) )
That way it REALLY pays off to have an monopoly on one resource... on the other hand, if someone outbids you (sells for lower price) you wont sell a thing.

as previusly posted:
Destroy factory is definatly a must.
Pops can be selected independetly( i want the 80.000 clercs to work in the automobile lev 1 factory not the 100 worker POP) :eek:
 

unmerged(32848)

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You can do that

Lennartos said:
Pops can be selected independetly( i want the 80.000 clercs to work in the automobile lev 1 factory not the 100 worker POP) :eek:
You can do that: select the factory where the POP you want to move is currently working and "remove" workers until he is removed. Go to the factory where you want him to work and remove the POPs you don't want (remember the rule requiring balance between craftsmen and clerks). Then add to the new factory. Adding manually always chooses the most productive worker first.

Do this while paused or with auto-worker assign turned off.

Stewart
 

Zuckergußgebäck

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Lennartos said:
Maybe a a possibility to Force migrate (maybe also emigrate?) a POP to a specific province... cost should depend on target provinces current count of inhibitants and distance (cheaper to move to close emty provinces than filled ones on the other side of the globe)...

Of course, unless you are talking about states already granted statehood, this would be a bit exploity, as the british player could simply empty Britain of people to get a british majority in a few indian provinces...
 

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stewart_king said:
I think 100 prestige loss for declaring war on a non-civilized country is excessive. Most people in Europe didn't notice colonial wars, and of those who did many were supporters of imperialism. I've got a posting on this on another thread ("too darn many wars") but someone suggested I should mention it here.

Stewart

I agree; most of the "civilized" world didn't care what anyone did to the "uncivilized" world.

Oh yes-- the random event in which you lose 10 prestige points because your people were exploiting the natives should read, "Colonial scandal; our people were CAUGHT doing what everyone else is doing." In practice, though, the chance of this event should depend on your national policy toward the natives. Britain had a fairly enlightened policy while King Leopold's Belgians treated the Congolese very badly. But even the latter didn't create a huge outcry in Europe, from what I understand.
 

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If you guarantee the independence of an uncivilized nation, you should be able to fight a full war with anybody that attacks it. In several games I've played, I guaranteed the independence of Korea to stop Japan or Khiva to stop Russia, and when they attacked, I could not take the figthing into their territory. I could only defend the country and wait for my troops to attrite out.
 

Lennartos

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Zuckergußgebäck said:
Of course, unless you are talking about states already granted statehood, this would be a bit exploity, as the british player could simply empty Britain of people to get a british majority in a few indian provinces...

that would depend on the cost of the distance... how would 5K per province sound?every water province is cost *2 or 3... now sending people to africa from Britain costs (17 land provinces * 5K,2 water * 10K) 105K per pop.
and thats just a short distance (Brighton -> Tunis). getting them to beauford si another 21 provinces... = 105K so thats 210K for one pop to south africa...

its more meant to ship the pops 1 or 2 privinces if one prov gets overcrowded or you need to produce more coal / iron insted of grain...

How does that sound?
 

unmerged(46195)

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Allow a small amount of divisions to be used as an Army Corps of Engineers, to reduce rail cost. Have them be tied up in a regional pool, I really would not want Civ style settlers (Which are IMHO one of the most gamey aspects of the Civ Series.).

Lennartos said:
Maybe a a possibility to Force migrate (maybe also emigrate?) a POP to a specific province... cost should depend on target provinces current count of inhibitants and distance (cheaper to move to close emty provinces than filled ones on the other side of the globe)...

I could see being allowed to increase the quality of life in a province to draw immigrants, but I really do not like the idea of forcing pop's around unless of course you have a dictatorship.
 
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Until the rules change there will be no forced migrating in Victoria. The day the rules change will probably be the same day Satan starts driving a Snow Plough.
 

tyrel68

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King said:
Until the rules change there will be no forced migrating in Victoria. The day the rules change will probably be the same day Satan starts driving a Snow Plough.
BURN!!! :cool:
 

unmerged(32848)

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King Leopold and the Congo

Henry V said:
while King Leopold's Belgians treated the Congolese very badly. But even the latter didn't create a huge outcry in Europe, from what I understand.

There was a pretty big outcry, especially in the U.S. I'd say ten prestige would be appropriate. I like the idea of tying the occurence of this event to the real degree of exploitation, too. However, there doesn't seem to be any kind of option to treat the natives better or worse. Perhaps we're getting into the same kind of territory as genocide/labor camps/etc. -- Paradox doesn't want people to have the option to do truly evil things in their games -- at least truly evil things that are also very politically incorrect. Aggressive war and simple colonialism are OK. Notice that although slaves are a commodity in EU and African ethnicities exist in the New World in Vic there's no way to control or simulate the slave trade in either game. As a historian of the African Americas I regret the lack while understanding the reasons for it.

A good book on the Belgian colonization of Congo is Adam Hochschild _King Leopold's Ghost_. Very readable and horrifying.

Stewart
 
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Creation of Germany, Badboy, and WWI

As I discussed in a main forum thread ("diapposinted" by Tavernier) my concern lies with the period between 1870 and 1920 regarding the creation of Germany and the non-existant chance of a WWI occuring.

The creation of Germany causes a massive and persistent level of badboy such that the German player cannot gain any allies before the end of the game in December 1920, regardless of how high a diplomatic score it has with other nations. Germany does end up fighting, alot, but always by itself. I personally dislike playing a nation which ends up being ganged up against, no matter how tough I have built it up to be. Granted, I have always been able to hold off the Grand Alliances of EVERYONE against ME in Germany proper, but it is difficult to protect the colonies and foreign states from the accumulated armies and navies of so many other nations.

I would like to see 1.04 either "stack" the badboy accumulated under the Creation of Germany Event (like Greven stated in his reply) so that it goes away faster than it does now OR at least the development two events: one improving diplomatic relations between Germany and Austria and giving the player the option of joining a Central Alliance, and the second which fires only if the player opts to create a Central Alliance...which improves relations with the Ottoman Empire and allows it to join the alliance.
 
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