Errant -
I think as recent as IGC 1.9 Ingermanland was a Russian colony level six. It had been changed to that in IGC 1.5x and then with the 2.0 versions, the IGC now has these other options but not the Russian colony option.
The problem with the colony was that Russia never seemed to get around to making it a city.. even in the 1700's. And I think this was the case almost always, certainly with me.
So I think Doomie and Hartmann decided that it was better, since there was doubt about the status of Ingermanland, and it was also later a key province amidst the Russo-Svenske struggle to allocate it as a city to one of the key players (Order, Sweden, Pskov). I don't know why Russia was left out though as one of these players and why Pskov was included. Perhaps bc Pskov is a vassal of Russia and Russia would ultimately assume control anyway.
I think The Order ought to have galleys also and I have edited my own buildingcost file to reflect this.
BTW, a list of cheat codes appears in a file called "cheatcodes" in the \config subdirectory. Here is what is says:
richelieu = allows you to control all military units (toggle ON/OFF)
pappenheim = toggles Fog of War ON/OFF
wallenstein = allows you to review the status of all provinces (toggle ON/OFF)
columbus = explores all provinces
gustavus = increases land technology level
drake = increases naval technology level
cromwell = increases infrastructure level
polo = increases trade level
oranje = sets Stability to +3
cortez = eliminates all natives (toggle ON/OFF)
alba = there will be no more revolts (toggle ON/OFF)
tilly = the A.I. will not declare war (toggle ON/OFF)
montezuma = adds 50.000 ducats to treasury
pocahontas = adds 10 colonists
dagama = adds 10 merchants
swift = adds 10.000 population to capital province
tordesillas = triggers the effects of the Treaty of Tordesillas (allows Spain and Portugal to attack anyone outside of Europe) (toggle ON/OFF)
luther = triggers the effects of the Reformation (allows nations to convert to protestantism) (toggle ON/OFF)
calvin = triggers the effects of John Calvin (allows nations to convert to reformed christian) (toggle ON/OFF)
trent = triggers the effects of the Council of Trent (cancels effects of Johan Calvin and Treaty of Tordesillas) (toggle ON/OFF)
shift + D = Explore province under cursor
shift + U = "Unexplore" province under cursor
Yes, only random events do this though. Usually the changes are small.. 10 points across all nations or 25 for relations with a specific nation. You could also set changes in relations to occur in a "pre-ordained" manner. I think these "events" would appear in the 1492.inc file.
Well.. if the minor has a coastal province it has a chace of getting colonists etc. through random events. Usually a few of these will occur.. but not always for all minors with coastal provinces. The only guaranteed way is to give the country a shipyard.
I think as recent as IGC 1.9 Ingermanland was a Russian colony level six. It had been changed to that in IGC 1.5x and then with the 2.0 versions, the IGC now has these other options but not the Russian colony option.
The problem with the colony was that Russia never seemed to get around to making it a city.. even in the 1700's. And I think this was the case almost always, certainly with me.
So I think Doomie and Hartmann decided that it was better, since there was doubt about the status of Ingermanland, and it was also later a key province amidst the Russo-Svenske struggle to allocate it as a city to one of the key players (Order, Sweden, Pskov). I don't know why Russia was left out though as one of these players and why Pskov was included. Perhaps bc Pskov is a vassal of Russia and Russia would ultimately assume control anyway.
I think The Order ought to have galleys also and I have edited my own buildingcost file to reflect this.
BTW, a list of cheat codes appears in a file called "cheatcodes" in the \config subdirectory. Here is what is says:
richelieu = allows you to control all military units (toggle ON/OFF)
pappenheim = toggles Fog of War ON/OFF
wallenstein = allows you to review the status of all provinces (toggle ON/OFF)
columbus = explores all provinces
gustavus = increases land technology level
drake = increases naval technology level
cromwell = increases infrastructure level
polo = increases trade level
oranje = sets Stability to +3
cortez = eliminates all natives (toggle ON/OFF)
alba = there will be no more revolts (toggle ON/OFF)
tilly = the A.I. will not declare war (toggle ON/OFF)
montezuma = adds 50.000 ducats to treasury
pocahontas = adds 10 colonists
dagama = adds 10 merchants
swift = adds 10.000 population to capital province
tordesillas = triggers the effects of the Treaty of Tordesillas (allows Spain and Portugal to attack anyone outside of Europe) (toggle ON/OFF)
luther = triggers the effects of the Reformation (allows nations to convert to protestantism) (toggle ON/OFF)
calvin = triggers the effects of John Calvin (allows nations to convert to reformed christian) (toggle ON/OFF)
trent = triggers the effects of the Council of Trent (cancels effects of Johan Calvin and Treaty of Tordesillas) (toggle ON/OFF)
shift + D = Explore province under cursor
shift + U = "Unexplore" province under cursor
Event Engine question. I saw historical events to worsen diplo relationships but are they any to improve them?
Yes, only random events do this though. Usually the changes are small.. 10 points across all nations or 25 for relations with a specific nation. You could also set changes in relations to occur in a "pre-ordained" manner. I think these "events" would appear in the 1492.inc file.
Colonist Question: Is there an easy way to get colonists to work for minor countries that has be veryified? I have experimented with a number of things but nothing so far has worked. Besides a shipyard.
Well.. if the minor has a coastal province it has a chace of getting colonists etc. through random events. Usually a few of these will occur.. but not always for all minors with coastal provinces. The only guaranteed way is to give the country a shipyard.
Last edited: