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I think i should still be able no nationalize stuff my pops dont own, im on interventionism after all.
Thank you
should work still
[20:08:15][pdx_data_factory.cpp:1088]: Failed converting statement for 'State.GetOwner.GetMarket.GetAdjectiveNoFormatting'
[20:08:15][pdx_data_localize.cpp:136]: Data error in loc string 'TOOLTIP_STATE_MIGRATION_PULL_HIGH'
missing loc ?
[20:01:59][pdx_data_callstack.cpp:24]: Wrong context supplied, wanted context of type 'Pop' for 'Pop.GetReligion.GetCustom('RU_RL_ADJ_IE')', got context 'Container'
[20:01:59][pdx_data_localize_helper.cpp:286]: FetchData failed for 'Pop.GetReligion.GetCustom('RU_RL_ADJ_IE')'
I've made some treaties with countries requesting an obligation to secure beneficial treaties in the future, but I haven't received the obligation under one of the treaties that ended.
The other treaties haven't ended yet; they're still a few months away. I ran some tests by manipulating the 'MAX_TREATY_OBLIGATIONS_DELAY_DAYS' and 'BINDING_PERIOD_THRESHOLD_TO_EFFECTUATE_TREATY_OBLIGATIONS_DAYS' variables in the 'common\defines\00_defines.txt' file. I managed to get the treaties that haven't yet ended to grant me the obligation early (always on the next week change after the date of the loaded save). With the treaty that ended, I tested with saves months before, in the end month, and later, but I wasn't able to receive the obligation due.
https://forum.paradoxplaza.com/forum/threads/not-all-war-goals-enforced-when-country-capitulates.1851217/
is it fixable by the mod?
Hi Ferrous !
Do you know if this is fixable ?
Ty and have a nice day ! :)
(thnx for all your great work!!)
what should we do while you are gone?
My gaming computer is completely unrepairable, so for now i can only do maintenance updates. I'm going to be building a new one that hopefully can run vic3 better so modding/testing is faster for me in the future.
on it
should work still
This bug is there since ever, I tried to mod it at some point and give up because no matter what I do, you can achieve anything with conscripts number. Basically if you half conscript number of csa it halve those of USA. Numbers are link somehow and the fact USA use national militia means most of US army is conscripts and csa too. Altough secession (and revolution in general) give a crazy conscript bonus so CSA is basically OP like you said, manpower and mobilization speed are buffed. Also even if you give an edge to USA, they won't push and just accept white peace as the game doesn't deal with "long war" and objective of CSA aren't considered as taking something from USA somehow, so they war balance is very favorable to CSA for white peace resolution.
That is interesting because back when i made the USA civil war mod the north still wins every time, are you sure its not your mod list that causes this
That is interesting, is this new in 1.9?
thank you