Civil War | War Financing Issues
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@cernel I'm not aware of any particular reason that having 1 trigger instead of 3 in that case would be any worse.
Setting to a specific amount instead of adding/subtracting is probably a good feature request.
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A thing that feels really strange to me is how the limit of 50% interest is handled.
It makes sense that you cannot go over 50% interest, or some level (and, being trigger based, you gotta stop at some point).
But what I would expect is that, if you go over 50%, that means nobody gives you new loans anymore.
Instead, how it works (and here it seems this is intended) is that you just never go above 50%, but they keep giving you loans at 50%, no matter if you keep defaulting them again and again.
Anyway, it might be a moot point. Does anyone know of a game where somebody actually reached 50% (with Confederate)?p.s.: I'm almost done.
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This is the pull request for the new Civil War that, hopefully, makes War Financing bug free and a little more intuitive the use and track.
https://github.com/triplea-maps/civil_war/pull/6This is the yaml update:
https://github.com/triplea-game/triplea/pull/3469@redrum @LaFayette to merge.
This is the changelog, I've added at the end of game notes of both games:
- Refactored War Financing, to correct several unintended behaviours (the Union never had consequences for not paying instalments or arrears, and Confederate not paying regular instalments increased payment costs for Union too) (xml bugs).
- Lowered the costPU related to 50% interest payments from 45 PUs to 44 PUs, as per descriptions (xml bugs, assuming the descriptions are correct).
- Corrected some wrong descriptions for War Financing user actions.
- Refactored War Financing, to present only one "take loan" action, when multiple would be available (but you are able to take only one and they are equivalent).
- Refactored War Financing, to allow paying for a regular instalment only after having settled the arrear for the same loan, if any (no point paying the regular instalments if you default).
- Default on loans messages given to both players, and reworded.
- Added messages to notify any increases in interest rates (upon skipping payments), given to both players.
Civil War players of all countries, test!
I'd like the War Financing part of this game being bug free before updating the costPU. -
There is another item to address, regarding War Financing.
When you default, there are triggers removing all the following units for the player:
infantry:elite_infantry:cavalry:elite_cavalry:artillery:general:gunboat:ironclad:frigate:battleship:submarine:engineersMeaning all units are removed except:
militia
train
pontoon_bridge
transport
torpedo
any fortification
any resource producerHowever, this how the rule is given in notes:
All non-infrastructure units except militia are disbanded and removed from the map.
This is contradicting the trigger coding as train, pontoon_bridge and transport are not infrastructures, while they are not removed. Moreover, it may be argued that torpedo is not identified as infrastructure in notes, either, just in the xml definitions.
So, if we would be using the xml definitions, the info in notes should be changed to:
All non-infrastructure and non-transport units except militia are disbanded and removed from the map.
However, this is as much a bad definition as it is correct. Infrastructure is a code definition that it is to some extent unintuitive (I doubt most regular user think you are also talking about torpedo, when saying infrastructure), and it is not actually referenced in the notes or in the units descriptions. Saing "capturable", instead of "infrastructure" would be some better, but still not really good.
On top of this, torpedo is an infrastructure, code wise, while it is not an infrastructure according to the notes (and the common sense); so better just not using the term infrastructure at all.An acceptable definition, making use of the classifications in notes, may, thus, be:
All combat and command/logistic units except militia and torpedo are removed from the map.
And, in notifications, we can say it this way:
combat, command and logistic units except militia and torpedo are disbanded.
I've updated the pull request at my previous post accordingly.
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@cernel I think adding that clarification to the notes is fine and leaving the trigger as is.
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@cernel No one was buying Confederate debt internationally. The debt was defaulted on (and the debt of secessionist states was declared void by the US Supreme Court). Only the Union had access to international financial markets. But that was not a significant factor, as the Northern economy could easily produce weapons. The South was able to get weapons in past the blockade, paying for it with cotton. Insanely, Jefferson Davis initially embargoed the sale of cotton, hoping to pressure the British into recognizing the Confederacy.
The whole loan mechanism in the scenario has little historical relevance.
Read the Wikipedia article on the American Civil War. The North had a tremendous economic advantage (4-1 in GDP) but the size of the Confederacy, greater military readiness and the way the technology of the time favored the defense, gave South a reasonable prospect of defensive victory.
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I don't plan to add any more commits to the civil_war pull number 6 (just waiting for closure or further review). I plan to make at least another pull request thereafter.
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@cernel @redrum @RogerCooper
just playing a game using local mode. There is some really strange behaviour. In rnd3 the "bank" wants some really high numbers of PU from the Confeds.
0_1530733787195_cw hale vs wirkey.tsvg -
@wirkey I tested it and there must be an engine bug. It looks like that the cost is added up for each user action and that if you keep closing the windows and reopening it gets cumulated each time.
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@cernel What version? And if it isn't the latest stable then does it occur there to?
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@redrum I have the bug @wirkey is describing if I load his savegame with 1.9.0.0.10498.
I don't have it if I load it with 1.9.0.0.9687.
I don't seem to be able to reproduce the issue starting a new game (with the map currently downloadable (the one still having "costPU"; not the new version I'm still waiting to have it merged), that I assume is the same one as the @wirkey savegame), with 1.9.0.0.10498 or 1.9.0.0.9687, playing it without reloading. -
Tagged as Fixed.
Moved to Maps & Mods.
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