Hong Kong Independence bug

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samuel_1991
Lieutenant
Posts: 65
Joined: Mar 04 2015
Human: Yes

Hong Kong Independence bug

Post by samuel_1991 »

On 1936 Japan Campaign, I have first declared war on UK and thats how I get to invade HK before 1939 (AI don't shift capital, which is unrealistic for large country with weak military such as China or USSR, though that is for another issue).

In 1941.... Time to remove Europeans and strike US, and suddenly, HK become independent without my knowledge.

Save File:
https://www.dropbox.com/s/jhxmaur2la70k ... 3.SAV?dl=0
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Balthagor
Supreme Ruler
Posts: 22099
Joined: Jun 04 2002
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Location: BattleGoat Studios

Re: Hong Kong Independence bug

Post by Balthagor »

Noted
24038
Chris Latour
BattleGoat Studios
chris@battlegoat.com
Supremo_man
Sergeant
Posts: 18
Joined: May 02 2019
Human: Yes

Re: Hong Kong Independence bug

Post by Supremo_man »

Is your game modded in anyway? which version of the game are you running?
I did a test on version 9.1.250 (the newest build) and was not able to reproduce HK becoming independent on its own. I also checked for any events that might have caused this and none exist.
samuel_1991
Lieutenant
Posts: 65
Joined: Mar 04 2015
Human: Yes

Re: Hong Kong Independence bug

Post by samuel_1991 »

Not modded, start from latest .250 build which means it was not played from older build and continue to play after latest build was released.


What I did:

1) China declared war on me soon after I did nothing on ‘Maco Polo incident’

2) Annexed China, at this time, Macau and HK are still colonies

3) Allied with Nazi Germany

4) France & UK declared war on Nazi Germany

5) Japan declared war on UK and France
Taking both IndoChina and HK were the first priority.

Both were annexed and happened before 1939.

6) New Campaign task to remove European colonial power on 1942. HK suddenly become independent when it was already part of my annexed territory.
Supremo_man
Sergeant
Posts: 18
Joined: May 02 2019
Human: Yes

Re: Hong Kong Independence bug

Post by Supremo_man »

Okay, this has been fixed. Will be pushed with the next update
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