Europa Universalis V

Europa Universalis V

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Roads Increase Market Access
   
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6.147 KB
11 月 24 日 下午 6:01
11 月 29 日 上午 7:03
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Roads Increase Market Access

在 Lysyl Oxidase 的 1 个合集中
Lysyl Oxidase Market Access Tweaks
3 件物品
描述
This mod makes roads improve market access by significantly more than in the base game to better reflect the reality of how a railroad is more than 25% better than having literally no road at all...

For example, in the base game a gravel road makes it cost 10% less access to cross a tile compared to no road/a dirt trail... this mod increases that to 30% (which still seems low).

As of 2025/11/28, the changes are as follows:

Gravel 0.1->0.3
Paved 0.15->.4
Modern 0.2->.5
Rail 0.25->.7


CAVEATS:

I haven't checked extensively for other modifiers, so there may be other land market access modifiers that stack and make this unbalanced. I am open to suggestions for changes.

Update as of 2025/11/28:

River market access modifiers are multiplicative on top of roads (I had previously thought they were additive) unlike the proximity system which chooses the better modifier. This means risk of stacking -100% modifiers is lower than expected, so I have undone the nerf to downstream rivers in the mod and made all roads stronger as well.


Again, I am open to suggestions about potential changes and balance.

I am aware that this might make market access too high across the board. I have published another mod called 'More Market Access Cost Per Distance' to increase cost by 20% and bring access back into balance.


Lastly, if you like this mod, you may enjoy my sea tile market access changes mod which increases market acces over sea tiles.

All 3 of these mods should work nicely together to increase realism and immersion for market access over roads on land and over sea without making market access too too easy to get.


Thanks to @Mazutaki for practical suggestions to improve compatibility.
11 条留言
Miotacz Płodów 12 月 3 日 上午 11:22 
The mod works.
Lysyl Oxidase  [作者] 12 月 3 日 上午 7:41 
There is no need to toggle anything, and I can't see why changing the name would matter.

I have also unfortunately failed to reproduce your observations. When i load in with just the workshop mod i get -30% on gravel and without it i get -10%. I have been testing it by loading in as england in 1337, new game or continue game from 1.0.7

As I reported in my reply to Mazutaki, the in-game tooltips are broken, but the modifiers should apply correctly, but if you were already aware of that, doing the calculations faithfully, etc... I don't know what is wrong. Only that I am not experiencing the same problem.
raorbit 12 月 1 日 下午 5:01 
this mod isn't working rn. I have found a fix is to rename the main text file in the mod to 00_generic and it works. Something about the inject is not working.,
Emperor Wong 11 月 30 日 下午 10:29 
I tried to change the game files too. It seems changing that doesn't change roads already built?
Emperor Wong 11 月 30 日 下午 8:52 
doesn't work. I tried no mod, then only this mod, there is no change in anything. Am i missing something that toggles it on? (mod is enabled
Lysyl Oxidase  [作者] 11 月 29 日 上午 7:07 
Thanks @Mazutaki, the change has been made.

I really appreciate the insight.
Mazutaki 11 月 28 日 上午 9:50 
This would make your mod more compatible with other mods as this would only touch market access of roads
Mazutaki 11 月 28 日 上午 9:50 
INJECT:gravel_road = {
market_access = -0.3
}

INJECT:paved_road = {
market_access = -0.4
}

INJECT:modern_road = {
market_access = -0.5
}

INJECT:railroad = {
market_access = -0.7
}
Lysyl Oxidase  [作者] 11 月 28 日 上午 5:58 
@Yagami

I booted up the game in vanilla, and in a sense you're right - the tooltip when hovering over a segment in the markets mapmode which has a gravel road shows -25%.

This is way higher than it should be. If you then hover over 'gravel road', it actually says that the gravel road gives -10% market access cost.

And when you run the numbers by multiplying the terrain cost x discount = final cost, you will find that the ACTUAL number being used is the 10% and not the 25%.

I booted up with my mod active, and for me the numbers look right (25% gravel, 30% paved).

Interestingly, your remark prompted me to test some other provinces and it looks like the discounts for rivers and roads are MULTIPLICATIVE.

Which means I can un-do the downstream river debuff and buff roads even more.

So major thanks for that!

And please let me know if you still have the issue after verifying files and/or which version you're playing on/what other mods you have active.
Lysyl Oxidase  [作者] 11 月 28 日 上午 4:31 
Thanks for letting me know. That's very strange and I will check it out.