bwiser wrote:Loki - once again - thanks for sharing your expertise and your fast answers !!
I am a bit confused which routines to take: Following your links Christoph "only" created the Japanese build up - which surely will be useful for my Russia game , but I did not find a "generic" build up routine or other countries in his posts.
Which routine should I use for GB, France, Germany, Austria, Italy. You mentioned that you created a build up and I remember reading about it in your S-P AAR a couple of months ago but I just did not re-find it now - do you recommend this one - could you share a link and how do I include this - just copy and paste into a plain text-file?
Sorry to bother you again in this matter - and again thanks for your help
I've just managed to delete a longer reply so this is just the basics:
To amend to France, I'd do:
SelectFaction = $CMN
SelectRegion = $Ile de France
StartEvent = evt_nam_FRA_NavalBuildUp|1|2|NULL|NULL|Null|NULL
Conditions
MinDate = 1860/01/01
EvalAI = 1
Actions
SelectFaction = $FRA
AI.SetLandBuild = 100
AI.SetNavBuild = 100
SelectRegion = $Bretagne
CreateStruc
SetType = $Shipyard2
SetLevel = 2
SetName = Brest Naval Yards
Apply
SelectRegion = $Provence
CreateStruc
SetType = $Shipyard2
SetLevel = 2
SetName = Toulon Naval Yards
Apply
You could amend that to any of the majors. The key is you have given the AI an instruction to make naval builds as important as land builds. I'd then keep an eye on the AI nations and every 5 years or so, double check that they haven't gone too far. I've also set the start date for 1860 so as to ensure this doesn't distort the AI in the early phases. Adding the two shipyards will help with the speed of build.
bwiser wrote:It's really a question, what you want. Per Loki's explanation this for me is nothing more than an oversight than a bug (naval warfare is working as long as they've got the boats - that saved my day). For me there is no need for an AI steered building process (would be nice but it should work properly and not catapult you in an unrealistic lala-land).
Closeness to history with possibilities of alternative paths is what I am aiming for. Victoria II would be a good candidate in this time frame as well, but for me V II is too far away in the fantasy-land and is too ... "generic". Sure PON could have a deeper inner politics play, but its economics (domestic /MTBs), the literally strenuous and long-taking colonialism, super-detailed armies / navies WITH supply chains / weather effecting them, closeness to history (just to name a few) - all this for me sums up as being far superior. And: it just feels like you are in the 19th century - no other game achieved this for me for the Victorian era.
Regarding Christophs/ Loki's work regarding the scripts: It would really be awesome if you could package these in one ZIP and provide it to us non-literates of the inner works of the engine.
I think this is the fundamental frustration with PoN. Its a work of genius and has a depth that makes it captivating despite the problems. There is no point rehearsing the damage that Paradox did in how they handled the release/financing as that is done. So we're left with the limited time the Phils can manage and essentially self-support (& the hope of a 'gold' version).
I do think in a game like this you'll always need to intervene a bit with scripts. At the end the (good) AI is an AI, and if you want an enduring challenge as the player you may need to give it a helping hand now and then.
As to a unified event pack, that is what we are trying to do, then allow Pocus to review and hopefully it gets released as a patch. Problem is those doing this are all dipping in and out, we have our own hobby horses and there is a (productive) tension between just making the current events work as designed and trying to add more flavour. Linked to the gold issue, is the question whether more work can ever be done on the AI (the diplomatic AI is the main one but clearly that also covers the issue of naval builds). If not then we are slowly learning how to design events to help it along and make it appear more interactive (I've done something that means an AI Italy will be opportunistic in its quest for Lombardia and the Veneto), but the ideal is of course at the level of the code.