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Rapporter et oversættelsesproblem
Total potential negatives to LD:
opinion: 0.2
prestige: 0.25
navy: 0.01
army: 0.2
overlord's alliances: 0.25
pacts: 0.35
pro-overlord lobbies: technically 0.5, practically, ~0.2-0.3
economic dependence: technically 0.5, practically, ~0.4
Total: -1.86
Positive effect at 100% of the overlord's power projection:
without strong combined navies: 0.5
with strong combined navies: 1.0
Subjects must have 186% of your total army projection *AND* have a bigger combined navy than you to completely "overpower a combination of all other modifiers".
That is the maths.
It happened on a few games, the solution is usually to game that modifier by creating barracks on unincorporated regions I do not care about and don't plan on using, which, if anything, should create the same problem as having a subject on those unincorporated regions.
I don't remember all of the games but on my most recent game as Greece/Byzantium I had 25 or so subjects spread all around and despite micromanaging all other modifiers it was still not possible to overpower this one unless via deliberately using gamey solutions.
As to what I was trying to do, for the most part: releasing subjects instead of integrating places I don't care about.
Currently at a bit over 100% of the overlord's power projection (despite it being spread amongst 30 or so subjects that can't really economically sustain their own army or own market) the "All subject's power projection compared to overlord" is already enough to overpower a combination of all other modifiers - meaning similar culture, religion, laws, opinion, government, prestige, economical reliance, or even treaties like reducing pay (which gives a meager 0.03) feel irrelevant.
In short - I'm fine with that modifier being considerable, and even the most important one, but it should still be better balanced with the others instead of being more relevant than a combination of all others.
I played Greece and Persia recently but I'd imagine most countries will have similar problems if attempting to actually play with subjects (except maybe those that already start the game too strong, like Britain).
I believe trying to look with historical lenses to "liberty desire" doesn't work, it's a gameplay mechanic that doesn't translate well.
May I ask what country you were playing tall as?
And, may I ask whether you see any historical examples that would support the balance of what you’re looking at?
Whilst I understand why it exists, causes problems when you're playing tall and using a lot of subjects, in a way that doesn't make too much sense.
The main issue is that this particular modifier, in those conditions, will often become larger than the combination of all other possible modifiers on it's own.
I would suggest adding stronger modifier regarding the subject's own power projection in comparison to the overlord and diminishing how strong the sum of all subjects's power projection is considered - a better way would be for the subject to consider only the military of other subjects that would realistically help them but I think that's not really doable without a significant hassle - or simply making other modifiers more relevant.
I am interested in what other mods you're using though
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
I want it to be something that you can easily grant to 1-2 loyal vassals without it being a problem, but ideally something sufficient to prevent cheese.
Overall, I really like the mod! It gives you a reason to impose laws on subjects and makes it easier to slowly push their laws into matching yours.
- Updated for vanilla 1.10
I noticed recently on a game where I had Hawaii as a subject that the "Surplus convoys after increase is not greater than 0" as -106.58%.
I made two ports and tried again, this time the treaty didn't break - funnily enough it didn't break after deleting the ports either, even if I manually broke the treaty and sent it again.
The fact that this time I got such a "high" negative value suggests to me that it is not being calculated in relation to the subject's convoys at all (the 2 ports I built were certainly not close to 106.58%).
So I think that either the game is calculating with some arbitrary number of convoys or it is using some value from the overlord to calculate it.
What I can't figure out is why it doesn't start happening again after I delete the ports.
It sounds like at some points in time the game simply isn't recognising that the country has the offer convoy pact active, therefore double counting the requirement and failing.
But it doesn't make sense that it would only be doing that some of the time...
And you've already shown it happening with an example where there was plenty more than minimum convoys... so it really just doesn't make any sense at all that this is happening.
I let some days pass whilst controlling the subject and didn't notice any fluctuation on the number of convoys - the problem still happens if I try to do the interaction after a few months.
If the subject builds some more ports the problem no longer happens, but the reasoning is unclear since the same % of convoys is leftover (after deleting the ports the problem didn't happen anymore, but there's a chance something unrelated "fixed" it.
At least the ones I noticed seemed to have no bonus at all, and the issue still happened.
The -12% is not a fixed value, however.
On my testing I would expect the country to be left with 20% of its convoys (since 50% are given to the market because it is a puppet and 30% from increased contribution) and that is what the vanilla tooltip says before a day passes - the country is contributing 80% of it's convoys and neither port connections, supply routes or goods transfer are consuming a significant portion of the remaining convoys.
Can you look at the convoys tooltip for the subject when it's active, and see:
a) what the subject country's % bonus to convoys production is
b) what the convoys available would be without that %
c) whether that -12% would be correct if the country had 0 bonuses to convoy production
I'm theorising that num_convoys_available might not consider the bonuses from some stuff
The displayed reason is that it "can no longer be maintained because the following conditions are no longer true: Surplus convoys after increase is not greater than 0% (currently -12.34%)" (the listed reason has an unchecked box).
This particular subject has an excess of over 100% convoys and if the interaction is done whilst paused this subject is still left with an excess of over 100%.
In this case the subject produces 1856 convoys and went from a balance of +808 to a balance of +251 (before actually passing a day), meaning the number convoys that are "lost" seem to correctly represent the stated 30%.
The feature works as intended for most other subjects.
I'll re-enable the notification on my end and swap countries to try check if whatever is happening is noticeable this way.
It's all bound up in the same thing, unless I make a custom one, which would conflict with anyone else who might have made custom notifications.
So it really is much better to pinpoint the cause.
So far in my tests it correctly accounts for:
- Required convoys (including contribution to market owner) vs available convoys
- Not allowing contribution to market owner to exceed 95%
- Not double counting its own contribution when its active
I don't know what else there is... unless vanilla ports are just spontaneously laying off most of their staff and then rehiring or some other fundamentally broken madness.
Ports were overpowered and were nerfed too much on one of the recent patches - convoys were only affected indirectly (as far as I remember) but I can't really think of anything else that happened semi-recently and could be the cause of the convoy spam bug.
Unless someone can pinpoint the cause of the issue - I'd recommend disabling the toast notification for the interaction, for now.
What do you mean about vanilla’s ports? What’s happening?
I do not think that the vassal's decision itself is what causes the issue, what does is that on vanilla's current version ports are awful and that is interacting badly with this treaty.
I think that, as of right now, the "easiest" solution would be to prevent the convoy contribution from being disabled when the subject doesn't have enough convoys and instead making them send 0% of their convoys (whilst the interaction remains active) when they do not have enough for their own market.
- Offer Convoy action should correctly account for relations, and hopefully not be able to spam anymore (thank you to Dimi for effort to assist)
I already prevented this from being the cause.
There shouldn't be any way for it to be offered when it would auto-cancel anymore.
- AI's usage of Integrate Subject now correctly avoids non-player *OR* colonies...
- All subjects should start with increased convoy contribution (many will auto-cancel at game start, this fine)
- Bureaucracy penalties from synergise actions will be checked yearly in case they've stuck around when they shouldn't