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Interesting idea, Ilion....there are certainly some areas of the world where cities would be a better representation of the locals than natives (we all know where I'm talking about.) Graphics could be a problem for another Pagan nation (which it would have to be) and it couldn't be allowed to border any of the SE Asian countries, lest we just give China more provinces to diplo-annex!:)
 
Agelastus,
Yes, my thought was that this pseudo-nation would have to be Pagan and its cities ought to be placed in such a way that they don't block exploration, or adjoin another country. They have to be found via exploration. One (or an AI explorer) should have the option of either trying to conquer one of these cities or going around it. My whole reason for this idea was to have a place-holder for real cities, rather than just natives who more often than not are already wiped out. This was why I also thought all the pseudo-country's cities should be controlled by PIR or REB.

One thing I did learn when I tried to play as China, and playing around with this idea confirmed it, is that Pagan countries are unable to initiate diplomacy with any country which does not have its capital on the same continent. Thus, China can talk to Japan and the Mogul Empire, but not to Spain or Portugal, though Spain, etc can talk to China. So, if the pseudo-country's capital is in Wewak, it can't talk to anyone, and only the Christian and Muslim nations can talk to it, once they discover it.
 
On the matter of having ROTW cities instead of natives...

In my own IGC modifications I removed Korea and gave the provinces back to China. However, I forgot to set them as either owned or controlled by China; only the city descriptions (populations, fortresses, etc) were transferred to China's entry. The net result was that the two provinces looked neutral (nobody controlled them, no coloration on the political map), but they did in fact have large cities in them, apparently drawn from China's entry in the INC file. I haven't played that game to see what would happen, but this could be something to test.
 
Originally posted by Solmyr
The net result was that the two provinces looked neutral (nobody controlled them, no coloration on the political map), but they did in fact have large cities in them, apparently drawn from China's entry in the INC file. I haven't played that game to see what would happen, but this could be something to test.

It'll crash when you try and march an army into them..........I did this before with a modification accidentally, and tried it.
 
A pity :)

I've toyed with the idea of creating a "neutral" nation in the IGC, but never got around to it. I'd love it if EU2 included neutral-conquerable provinces (as opposed to neutral-colonizable which exist now). This state could also be the default one that rebel provinces eventually revert to, if no preset revolter nation exists for them otherwise.
 
Is anyone else feeling abandoned by Doomdark?

Yeah, I wonder what the old bastard is up to?! :)

Seriously, I am sorry guys, but I've just not had any time to spare for the IGC. Believe me, there is a lot of work to do for EU 2; instead of nurturing a single scenario (1492), I must now oversee six.

I think you should consider the 1492 scenario in EU 2 to be the continuation of the old IGC. There are no options like in the IGC of course, but the scenario is basically IGC 2.3 with more countries.
 
Originally posted by BiB
And a fine job he's doing too :D People just wanted a definite answer, I guess, about the IGC.

Yeah, we did..............

Oh well, barring another paladin taking up the cause, I guess it's IGC RIP (insert dirge here)...........:(

;) :D
 
Originally posted by Dark Knight
Until we start on an EU II ICG, you mean. :D

You don't think Doomdark etc. are going to get it right first time?:) Oh, well, and I thought I was cynical...............
 
Originally posted by Agelastus
You don't think Doomdark etc. are going to get it right first time?
No, I do, but then you have to take into account everyone who will want alternative starting positions for the Netherlands, COTs in various places, alternate histories, etc., etc.

Although, then again, maybe all of these will end in the regular game as options.
 
Wow, 17 pages, no way I am gonna read through all of them.

REPORT ON COLONIAL COUNTRIES
-----------------------------

I noticed that Spain, France, England and Holland have really big problems with colonising America (the other parts of the world are fine). In my last EU game I conquered Mexico in 1589 as Unified Prussia and the Inca's in 1656. Now that's weird.

I never had a American Revolution because most of the American lands aren't colonised (trading posts and such but no cities).

This is a short but good report. IMO this is weird. ^WHAT DID YOU DO TO MY EU??? YOU &^%$$$&^##@$ SPAIN DOESN'T WANT TO COLONISE! DAMN BASQUES, THAT'S WHO YOU ARE! :D:D:D:D:D:D:D:D::D
 
Originally posted by Jools
This is a short but good report. IMO this is weird. ^WHAT DID YOU DO TO MY EU??? YOU &^%$$$&^##@$ SPAIN DOESN'T WANT TO COLONISE! DAMN BASQUES, THAT'S WHO YOU ARE! :D:D:D:D:D:D:D:D::D

Spain's about the only country that does colonise successfully, even if they are slow to take the Aztecs and the Incas. it's the other nations that use to many TPs and see their efforts just go up in smoke.

But I can't think of any way to fix this problem, since it's to do with how the AI sees percentages, not overall suitability.........:(
 
It all started with EU1.08 - changes to fix other economic problems reduced colonization.

To get the details on that, you only have to read the 10 pages of the IGC+ thread. :)
 
We should make france, england and portugals contain something really valuable. It might not be historical with spices in london but they would get more oney so they can afford colonies instead of tp.