Europa Universalis V

Europa Universalis V

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Rise Of The Aztecs
   
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4.540 MB
11 月 13 日 上午 2:50
11 月 13 日 上午 4:14
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Rise Of The Aztecs

描述
TL;DR: Game-breaking fixes for Aztec gameplay and attempts to fix aspects of the Aztec economy death spiral.


A special thanks to Semnickcreativo & Braineel for their forum posts as despite me experiencing this all first hand with a game going all the way to 1530 for nothing (no Europeans ever colonised the new world - I stole all the maps to see if they were anywhere, but no - I dunno why that was the case...); their posts provided an organised way for me to align my gripes with others that have had the unfortunate frustrating Aztec experience:
- https://forum.paradoxplaza.com/forum/threads/the-frustrating-aztec-experience.1870662/
- https://forum.paradoxplaza.com/forum/threads/my-ted-talk-about-tenochtitlan-bug-report-sort-of-mostly-rambling.1868429/


What this mod does:
- Fixes annexing subjects when reforming society
- Fixes incorrectly 'spawning' slaves disaster option
- Fixes doom so it lowers your subjects loyalty as per your doom (not from theirs to you, since you have no control over their doom)

- Allows subjugate neighbour native even when reformed
- "Reflection of the Stars" reform disaster first option now affects all subjects, not just Altepetl (only fair)
- Negates doom mechanic with new reform AND locks the new reform (alike Altepetl)
- Update form Aztec empire so that you don't need to own so much (changed from 75% to 50% - although there's no in-game tooltip to suggest that you don't actually need all the land highlighted, so this may be broken in general)
- Adds new Aztec slave market so that we can actually produce Slave goods (like bruh, this is a resource sink otherwise...) only for Aztec specific locked reforms nations

- Adds a handful more tin tiles and a few extra copper (more so in the colonisable north) - tried to make it realistic and at the cost of good resources which you don't really need and usually have a massive surplus late game anyways (it's not like the Europeans will be around to trade with...)
Main tile changes:
-- Tetellan from Chili to Copper
-- Yuririapundaro from Fiber Crops to Copper
-- Xochipillan from Lumber to Tin
-- Tlazcozauhtitlan from Wild Game to Tin
-- Ozumacin from Tobacco to Tin
-- Kerhiretarhu from Sand to Tin
Nearby colonisable tile changes:
-- O'dam from Gems to Copper
-- Cuauchichil (/guachichil in files) from Silver to Copper
-- Galeana from Beeswax to Tin
-- Chisos from Coal to Tin
-- Jocome from Gems to Tin

- I wanted to attempt to fix the insane wood/stone overuse and death spiral that many experience, but after I did the math, I was surprised; Atm the cycle is:
Stone Quarry
- 0.1 tool + 0.12 lumber + 0.1 leather === 1 stone
- 0.28 lumber === 0.5 stone
--- 1 lumber === ~1.785 stone
Lumber Mill
- 0.4 tool === 1 lumber
--- 1 tool === 2.5 lumber
Tool Workshop
- 0.7 stone === 0.25 tool
--- 1 stone === ~0.357 tool

Hence in worse case the cycle of
1 stone === 0.357 tool === 0.8925 lumber === 1.59375 stone ???
1 lumber === 1.785 stone === 0.6375 tool === 1.59375 lumber ???
1 tool === 2.5 lumber === 4.4625 stone === 1.59311 tool ???

So in theory, these cycles should (somehow) create more resources than we started with; But in practice it has been a common problem that this doesn't happen and these resources endlessly death spiral from AI spamming buildings
I was going to add some unique Aztec production methods for Stone Quarry and Lumber Mill - but after doing the math (assuming it's correct); hopefully simply adding the extra access to tin and copper makes this cycle not death spiral since Stone will no longer be required for all tools


An idea I had to add extra player control/action, but not necessarily needed to be playable (let me know if you would like this added too):
- Add noble building to help with Proximity that only applies to countries for Aztec specific locked reform nations
10 条留言
道林P猫 11 月 15 日 上午 8:10 
Hi! My friend finished the Chinese translation for this mod. Could you plz add it to the description?

Here is the translation: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599710372
Cat Gremlin 11 月 15 日 上午 6:10 
The Great Temple is bugged in vanilla. Pdox made it so it gets removed if you ARE nahuatl instead of if you AREN'T Nahuatl.

You can fix it by going to the event_only_buildings file in steamapps\common\Europa Universalis V\game\in_game\common\building_types ctrl+f to great_temple_of_tenochtitlan then change

remove_if = {
owner ?= {
religion = religion:nahuatl
}
}

to be instead

remove_if = {
owner ?= {
religion != religion:nahuatl
}
}

Then add your missing building back by typing into the console
building great_temple_of_tenochtitlan tenochtitlan
Kurdisch Plaiistar Sinan 11 月 14 日 下午 1:46 
The Aztec slave market can't be built. The construction gets canceled after each month switch. The event for the Great Temple of Tenochtitlan is also bugged. The building gets immediately deleted after building it through the event.
RealLifeHobgoblin 11 月 14 日 上午 3:55 
South america domesticated woolly llamas
Esquelamia 11 月 13 日 下午 10:22 
Settlements require wool, which Mesoamerica cannot produce. Without importing (when you're able to reach south america or wait for the europeans), you would have to tie up 1,000 pops in a sheep farm. A regional alternative—perhaps cotton or fiber crops—should exist.

Finally, Chinampas arrives in the third or fourth age as a tech and grants only a modest food-production bonus. It should work like the Polders: a unique building, but constructible only on lake or river tiles, reducing distance cost and increasing food output, pop capacity, and growth. That would make keeping your capital in Tenochtitlan viable once you unite all of Mesoamerica.

PD: Sorry for the long post, but as I've play two runs with the aztecs that's all i have in my chest, hope it helps to improve the mod.
Esquelamia 11 月 13 日 下午 10:22 
Market Villages are versatile, but Mesoamerican players can’t use two of their methods: one needs iron to make tools (a copper-based version should exist), and another requires wood, tools, and hardy grain (maize should be an option, since hardy grain is unavailable in Mesoamerica).

The Beer Workshop does accept maize, but it also demands pottery, making it more expensive than the alternatives. The superior beeswax version only accepts hardy grains; at least the fruit-based method is still usable, but the maize recipe remains the costliest of all.

Distillers force you to use beer—a manufactured good—instead of a base grain. Every other culture can feed its distilleries directly with wheat, rice, etc. There is no maguey-based pulque chain, and although the Aztecs brewed alcohol from maize, there is no maize-only production method equivalent to the wheat/rice paths.
Esquelamia 11 月 13 日 下午 10:22 
I think a good fix would be to give tools and weapons an exclusive production method based on obsidian and lumber, supplemented by copper. Mesoamerican cultures never made bronze, but they did work copper, and obsidian blades were central to both warfare and daily life. This change would also reduce the region’s heavy reliance on stone for tools, weapons, and construction. It’s a far better solution than the tech Paradox introduced: although that late-game option cuts stone use for weapons, it leaves tool production completely unchanged.

In addition, the region simply needs more stone deposits—especially in Central Mexico. The scarcity there feels off, whereas the Yucatán Peninsula seems about right.
Another issue is that many production methods are designed solely with European resources in mind:

Maize can’t be processed in mills, so it is strictly worse than wheat or rice as a food RGO. It is also absent from most production methods that require food.
Fick 11 月 13 日 下午 12:29 
@hansthedude here you go, there’s been a decent amount of discussion but unsurprisingly most people are interested the most in Europe currently. https://forum.paradoxplaza.com/forum/threads/my-attempts-to-play-cusco.1868916/#post-30863711 https://forum.paradoxplaza.com/forum/threads/so-about-playing-in-south-america.1867003/#post-30852333 https://forum.paradoxplaza.com/forum/threads/andes-starting-setup-makes-most-countries-in-the-region-completely-unplayable-due-to-lack-of-food.1867029/#post-30861584 . Another area that’s pretty painful is East Africa currently but that’s not in the Americas. There is so little lumber in the market there that you can get bottlenecked pretty quickly, but honestly that would require there being some way to replace lumber with clay or somehow mud bricks to really resolve.
hansthedude  [作者] 11 月 13 日 上午 10:02 
@Fick - can you link some threads/forums that talk about the pain points? I've not experienced the Incans
Fick 11 月 13 日 上午 6:51 
Would you be able to make a fix for the Inca as well? They’re genuinely nearly unplayable currently.