Europa Universalis V

Europa Universalis V

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Lake Proximity, Market, and Context Buffs
   
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11 月 15 日 下午 8:05
11 月 26 日 下午 11:38
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Lake Proximity, Market, and Context Buffs

描述
Feature
Status
Notes
Location Buffs
Yes
Improved to be more similar to rivers and coasts. On month tick, all provinces adjacent to lakes should acquire the building caps and modifiers
Proximity Buffs
Yes
Improved to numerically be more similar to how coast behaves. On month tick, It builds a special road type from the lake tile to the neighboring tiles
Market Buffs
Yes
Improved to numerically be more similar to how coast behaves. On month tick, It builds a special road type from the lake tile to the neighboring tiles
Salt Pan Seasonality
zzz
Want to make it so in the winter they provide bonuses like lakes, and maybe light buffs the rest of the time
Frozen Lake Seasonality
zzz
Want frozen lakes to disable/alter the bonuses of the special road as Paradox has (some) existing rules for frozen lakes
Side note: if you know a way/better way to actually do these things lmk.



Current changes:
  • is_adjacent_to_lake flag passing locations provide the following location buffs:
    • +10% Local Monthly Development Growth
    • +5% Local Food Production %
    • +20% Local Population Capacity %
    • +10% Supply Limit
    • same building max level buffs as rivers provide
  • 33 flat reduction to proximity cost --> 7 base on to lake and off of lake
  • -80% modifier to market costs -> targeting it to be 2-4% loss onto and off of lake
    (NOTE: this will appear as -40%, because the tooltips are bugged to show the movement cost reduction, not the market cost reduction!)
  • salt pans only give the province buffs, no proximity/trade buffs at present



Context
So in vanilla, mini lakes (meaning 1 location lakes, including very large ones like lake victoria) are treated similarly to unbuffable land provinces for purposes of control and distance. They also do not have the buffs that coast and rivers provide to provinces. This means that they end up being rather bad, when they should probably be much better in practice.

For comparison, here is (at least what I know of) that rivers and coasts provide:

Rivers:
  • -30 downstream prox cost
  • -10 upstream prox cost
  • -20% distance upstream for trade (do note this is in the opposite direction that things are considered for control)
  • -50% distance downstream for trade
  • +30% distance crossing a river for trade
  • +5% Local Monthly Development Growth
  • +5% Local Food Production %
  • +10% Local Population Capacity %
  • +5% Supply Limit
  • +5% Natural Harbor Suitability if location is coastal
  • add irrigation building level cap + 2 and total rural level cap +1

Coast:
  • +10% Local Monthly Development Growth
  • +5% Local Food Production %
  • +25% Local Population Capacity %
  • +5% Supply Limit
  • Natural Harbor Suitability, which ranges from 0% to 100% and gives the following bonuses for each 1%:
    • +1% Harbor capacity
    • Gold −0.3% Port buildings cost

    for each % of harbor capacity
    (NOTE: THIS DOES NOT CAP AT 100%! Lisboa provides 130% -> -97.5% prox cost and -65% trade cost!)
    • +0.003 Local maritime presence
    • −50% Trade embark/disembark cost
    • −75% Proximity cost through port
    • −5 Naval attrition
    • −20% Disembark time


As for traveling maritime tiles themselves, they have:
  • 40 prox cost base for exiting the port
  • 5 base prox cost for traveling
    • full naval value reduces by 1
    • open sea terrain increases by 2 -- this is basically all hops that go into a tile that does not contain the entry or exit port. For Portugal, this procs exactly once when going to Viana do Castelo from Lisboa
  • 40 prox cost base for entering a port
  • ports takes province % reductions, but not general land ones. So itinerant court provides no help, but centralization, bridge, poundlock canals, etc. will
  • for trade, distance seems to have an amount determined "by terrain", which maybe that means how big the sea tile is or something, and then a x .75 modifier from being sea applied to that. I terrain cost seems to be < 5 in the cases where the terrain doesnt get considered open sea and closer to 15 when it is. Then when entering or exiting land, a port cost is assessed, which seems to range between 0 and 2 from what I've seen in Portugal. The problem here is the math they present does not actually add up in all the cases. For example: terrain cost of 4.27 between Torres Vedras and Berlengas Islands *.75 + 2 port cost should be 5.2, but is being assessed as 4.13



This leads us to lakes.
  • Lakes have a .75x distance on the water tile for trade, though it is worth noting that entering onto the water and exiting it both provide a 10 "landing" surcharge and appears to be being calculated in the open sea case resulting in higher initial terrain costs as well.
  • 40 base proximity cost to enter and to leave, and no ability to reduce this with roads and seemingly only affected by the global and location % proximity modifiers
  • allegedly frozen lakes have a 20 proximity buff (same as t1 roads)
  • no province buffs at all seemingly

Pretty much none of this is good. In fact most of it is distinctly subpar and seems to be trying to put lakes into the category of "better than wasteland, but worse than everything else", which I think is wrong directionally.

Qualitatively, lakes should be things that are good and useful to have with benefits much closer to rivers and coasts for the purposes of habitability, trade, transport, and control.

The best solution might involve making all the minor lakes having the harbor capacity mechanics, but I dont want to edit the map definitions right now and moreover I dont want to have to deal with the additional consequences like boats and how to maintain maritime presence in really small lakes and what to do when a lake borders a province that already has a port into a different body of water.




You are encouraged to provide balance feedback with specific examples, what you think is wrong, and why!



Compatability:
/game/in_game/common/script_values/building_caps.txt's irrigant_cap and rural_building_cap in a separate file are changed
added a t6 road, no idea if that would break with other t6 roads. As an additional note, it appears using t0 roads ends up replacing the gravel roads in the map/game initialization stage for some reason but not during regular play, so probably dont do that in your own mod



5 条留言
Balmung 11 月 20 日 下午 4:36 
Seems to work now
Chesschamp09  [作者] 11 月 20 日 下午 2:24 
I'm not seeing that in the current version. If you could unsub and resub to make sure you have the most recent version and provide a reproduction sequence if its still not working for you that would be great.
I think in your case you may have the release version still which had bugs similar to what youre reporting that were fixed a couple hours later...
Balmung 11 月 19 日 下午 1:39 
And never mind, the never blocks used to remove event only buildings from being manually built simply do not work for roads. I do not think tier 6 roads are a viable solution at this time
Balmung 11 月 19 日 下午 1:31 
That these are ~technically~ considered buildable also means that the AI is starting 100000 day constructions in several places
Balmung 11 月 19 日 下午 1:28 
Could these roads be set to never be allowed to actually be built? Otherwise they show up in the macrobuilder