is it possible for a user to edit the startpos of the mod so a faction isn't a protectorate?
is it possible for a user to edit the startpos of the mod so a faction isn't a protectorate?
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That is hopefully exactly what the protectorate campaign will do, but see Okmins post above.is it possible for a user to edit the startpos of the mod so a faction isn't a protectorate?
That picture is a WIP update, and does not tell you whether it is a protectorate or not (actually at the point that picture was taken none of the diplomatic relations had been done at all, and not even all the regions had their correct owners). Making a faction playable is the easy bit. The bug Okmin mentions is not in the modding, but in the game. In ETW, even if a protectorate goes to war against its "patron" it still pays them the tribute, which is of course ludicrous, but its hard coded and we cannot do anything about it. Ergo having two campaigns, the main one having proper protectorate status, but you can't play as Egypt, and one where you can play as Egypt, and you don't have to worry about the protectorate bit.
Last edited by Tango12345; July 13, 2011 at 03:49 PM.
The Mamelukes are an emergent minor faction, not a protectorate from the start. What we did was emerge them and make them playable, then make them an Ottoman protectorate.
The bugs happen when you start with a protectorate and make it independent. So if you wanted a bug-free, non-protectorate Egypt, you'd have to start from scratch basically. Or you could just play as a protectorate and declare war on your protector, in which case the only bug is that your income doesn't double as it should (since you previously were giving the Ottomans half your income).
EDIT: Also, what Tango said
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Ninja'd
I see. Thanks for your answers
EDIT: How about if you eliminate the Ottomans? You keep all the income right?
Nope. The bug (curse it) stays in place. Believe me, I've tried (albeit with the 13 colonies and GB, but its the same situation).
Wow that sucks. The money just disappears then.
CA should have fixed it, not for modders (though they should), but because if you play a vanilla game it puts the AI protectorates at a disadvantage.
Not really. The AI never declares war on it's protector and they already get income bonuses anyway
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And those bonuses are frankly huge.
Isn't it possible that the cash isn't taken from the protectorate faction, but simply generated for the protector faction? Do the income figures work out in game, or is there clearly cash being taken?
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It shows up in the "Other" category for your income. Protector gets +x, protecorate gets -x. So it could be anything...
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That's not what I meant. I meant a "protector" name could get eliminated before the proctorate. I'm not sure if the bonuses make up for the loss of half the income.
It doesn't.
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Thanks But I'm going to talk to TC and see it there's a way to script a "fix" for it.
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