Europa Universalis V

Europa Universalis V

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Dumb Building and Production Tweak
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276.856 KB
11 月 28 日 下午 9:28
12 月 8 日 下午 8:02
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Dumb Building and Production Tweak

描述
This mod makes some tweak on borring buildings so that buildings can be more interesting.

If you like to have changes on Rural Buildings Only:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3615866062
Here is Villains only variant of mod available as well.

- Rural building Production Method tweak
Rural buildings now have far more production methods, which will reduce excruciating pain of certain RGO bottlenecks.

* Sturdy Crops can be gained through farming village, as it really should be.
* Rice and Wheat production, at a cost of Rice and Wheat.
* Farming village also can produce wool, because, why not?
* Farming villages can breed horses with very low efficiency as well.
(Which will reduce insane pain of supplying horses to new world as colonizers. You will need to make initial supply of horses first, but once villains get it running, launching conquistadors will not be problem.)

* Forest Village now grant various miscellernous mineral materials production, which will liberate players from various nightmares. Forest village also can produce lumbers with decent efficiency as it really should be. Tin, Mercury, wild games, lumbers, and more!

(It is true that Tin is rare, but this game do not even have tin alternative for cannon and warship production. I have considered Tin production requiring 'tin' as input but getting initial supply of Tin is near impossible even for old world region with Tin neighbors, so I just decided let Villains to do alchemy....)

* Fishing village now can produce pearl with very low efficiency. They also can 'redistribute' wealth by some questionable means, leading to production of very tiny bit of jewerly.

* Horses can now be grown with sturdy crops, but production will be less efficient

* Market Village's production throughput is improved and now far more profitable.
* Market Villages also has magical Trash Goods sink which will Sink Trash Four (Fish, Legumes, Sands, Medicaments) into minor amount of iron. While this sounds stupid and it is indeed stupid workaround, but it works insanely well with this game's core raw material flaw.


- Religious Buildings
Cathedral and Monastry now grants 5% max control bonus. Clericalism existed for a reason and clergy is the vital for improving local control. In addition, Monastries also grant 10% disease resistance, as it is literal historic role od Christian monastries after all!

Constructing religious buidling is not cheap, and Cathedrals are very expansive. However, investing on Clergy can be an alternative to investing on Burghers, in terms of improving your government income.

- Baliffs and Lieuternancy Buffed
Now Baliffs and Lieuternancy is something worth of cost. Not only they provide significantly larger local proximity source, but also grant 10% local max control. Their maintenance is expansive, and construction cost is expansive as well, but they now have some value.

- Roads were buffed in terms of market access bonus, and early pebble road was buffed significantly so that they are now worth of constructing.

- Some government buildings were tweaked to become more powerful.

- Sergeantry now can be built on any location with more than +20 development, allowing early regular to be more accessible. furthermore, as they increases local crown estate power, they are important source of your crown authority!
39 条留言
flyinghamster  [作者] 12 月 8 日 下午 7:58 
@Auspician For now mod's codes appears fine. Sometimes game unloads mods, this is known issue with current client and has not been addressed by pdx. Other possible cause is Windows 11's quirk, which sometimes causes crash with the game client.
Auspician 12 月 8 日 下午 6:06 
Got a CTD on 1.0.9 when trying to mass build a market village. Just FYI — I do appreciate you trying to make this game better despite its buggy state!
flyinghamster  [作者] 12 月 7 日 下午 8:06 
@ReconUHD Agreed. After testing for long hours, I concluded, attempting to curve the doom of precious goods demand, is folly as game's demand system itself is too broken. However, I am not sure about what to do with lumber production, as reducing its efficiency kind of contradicts with the purpose of the mod.
ReconUHD 12 月 7 日 下午 1:53 
I think on general the forest village PMs are still a bit overtuned. Not required to promote pops is a big advantage.
ReconUHD 12 月 7 日 上午 9:18 
@flyinghamster sorry to hear that. Thank you for taking the time to try to improve compatibility.
flyinghamster  [作者] 12 月 7 日 上午 7:27 
I can't believe that I spent entire day attempting to improve mod compatibility and ended up with nothing.... thank pdx a lot for inconsistent mod support :(
flyinghamster  [作者] 12 月 7 日 上午 7:26 
@Galadriel I thank you a lot for letting me to know the issue, there was very stupid 'fat-finger' issue with that city_guard script :(
flyinghamster  [作者] 12 月 7 日 上午 7:25 
I tried to avoid total override of script file for compatibility, but my attempt to add a separate script file that contains only the mod target, eventually ended up with random CTD. In theory this SHOULD work but it did not. While, it do not always end up with CTD, whenever PDX god goes wimpy and says "nope" it instantly bricks save and game will crash on certain fixed date.

For this reason, unfortunately, to have compatibility with any mod that edits content of the script that this mod overrides, will require separate compatibility patch mod. I am not happy with this but I can't do anything with this as Pdx god forbids.

Command like INJECT and REPLACE has only a limited use as it can't inject the code into 'sub-object' or replace certain object only, and is generally useless as well.
Galadriel 12 月 7 日 上午 4:58 
cool, thanks for the quick response, i really like your mod...
flyinghamster  [作者] 12 月 6 日 下午 8:59 
@ReconUHD I discovered that Prosper or Perish mod might having exact same issue with my 'suspected CTD causing' version, due to inconsistency and unintuitive design of the game client. I contacted P&P mod's modder to ask if they are experiencing same problem.