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报告翻译问题
Re the second one: Did you spend time beating up Great Britain in a war? Cause if GBR is losing wars, India will eventually break free. This is a natural outcome.
first can you maybe code it so we could change the culture or religion of our subject to something want rather than our own ? ( like want to change egypt to oriental orthodox)
secondly, in most of my games india get independence in 1880 due to the new liberty desire system. is there a way to fix it ?
tthanks.
And to be clear, it's only a problem if this factor does, on its own, overpower all others *in unreasonable circumstances*.
So far, the issues are edge cases. It's worth working on improving the edge cases, but it doesn't make the mechanic fundamentally wrong.
I feel like there's a lack of understanding though that this is meant to make it viable to play as both a subject *and* an overlord. Being a small subject of an overextended overlord needs to provide you a buffer to maintain your autonomy, and equally, subjugating the entire world from a few handful of states should have the world questioning why they put up with it.
As for the "the reality is that they will be" that is simply incorrect - it would, in fact, still be incorrect if the values were all halved, only in different circumstances (unless the factor had a max value, which it doesn't look like it does).
Either way, we obviously disagree as to what is/should be more important to maintaining a low liberty desire on subjects, so it doesn't quite matter that I believe politics and economics should play a more relevant role and I'll just drop the matter.
Cheers.
Still, I believe you misunderstand the nature of the previous comments, otherwise portraying something as a skill issue doesn't quite make sense - this is not a complaint about liberty desire being difficult to manage, it's about what subjects "care" about more, I thought that was clear when I mentioned how effective random, and unrealistic, overseas militarization was (it'd also have the opposite effect if releasing a colony there).
The reality is that they will be.
They might not be below 25, but they will be under 50 and they will be loyal.
Under 25 is where you start being able to roll back their sovereignty - the more subjects you have, the more difficult that should be, as reducing the autonomy of ONE of them represents an implied threat to ALL of them.
<50 is loyal
<25 is a threat
-> resistance is related to distance from 50 and it can be both positive or negative, only relevant if you are trying to reduce autonomy as it acts as a stabiliser
2 - lobbies and economic dependence are both unreliable/uncontrollable...
-> lobbies are unreliable, economic dependence is a skill issue
3 - Some pacts are incompatible between themselves...
-> not the ones that matter here
3b - to reach the max value you'd need to reduce payments and bankroll...
-> Yes, if you need to resort to these to keep subjects happy, that is the design cost of having too many subjects.
4 - ...115% subjects relative power projection
It only looks at *army* power projection for the main part of the maths, then it's either full value or halved depending on a strict comparison of the naval projection. Navies don't come on land, the only reason the navy matters is because it reflects whether or not you can deploy your army effectively.
I do think it works for a smaller number of subjects, because it'd make more sense for them to have relations and because the subject's own military represents a higher percentage of the total, for a lot of subjects, however, that changes.
Still, this is mostly a balancing concern and despite me thinking the other values should be more relevant, especially economic dependence (otherwise you can own 60% of a nation's GDP and still have a meager -0.4) and lobbies, I understand your reasoning and design choices.
All that being said - I think that a subject that has a high opinion, significantly lower prestige, a significantly smaller navy and army, is afraid of the overlords alliances, has all beneficial pacts with the overlord, has pro overlord lobbies, controlled economic dependence and no liberty friction should be unquestionably loyal even if the overlord has other subjects that combined have a strong military.
1 - Those values ignore resistance to status quo, which is unavoidable.
2 - Pro overlord lobbies and economic dependence are both unreliable/uncontrollable and not always adequately calculated (this is unrelated to the mod, the game is just bad at those).
3 - Some pacts are incompatible between themselves and to reach the max value you'd need to reduce payments and bankroll, probably paying more than you get (a condition that on it's own should be way more significant).
4 - I am looking at the tooltip at this moment and at 115% subjects relative power projection that value is at +1.32 - at a different date/save when I built some random stuff to "game" the value I'm seeing +0.95 for 67% subjects relative power projection.
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)