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I will make it easier.
Download this_mod and use the game launcher to find its location on your computer. To do this, go to the modifications menu, then click on the three dots next to the mod’s name.
Then use this link [uploadnow.io], it will direct you to an archive containing the files I use.
Then do with archive:
1. Take folder "institutions" and place to "steamapps\workshop\content\236850\3213333938\common".
2. Take folder "localisation" and place to
"steamapps\workshop\content\236850\3213333938".
DO NOT use Eurocentric Institutions and Historical Institutions together, they will conflict.
What i can recommend, is that to take spawn conditions from this mod (common/institutions/00_core.txt) and add to "Historical Institutions 3.0" mod that use tech groups when applying institutions spread penalty. I use them together when playing conversion game, and in result Europe was alwatys ahead of the world on tech at 2-4 levels.
Until this mod will be fixed.
I hope that the author will look at it. Because it is impossible to play with vanilla institutions and technologies. God, I hate those who thought it would be a great idea.
NDefines.NDiplomacy.KNOWLEDGE_SHARING_DURATION_YEARS = 0
NDefines.NDiplomacy.KNOWLEDGE_SHARING_COST_PERCENT_MONTHLY = 0
^ Dude, every is going to ask for knowledging for every one every day, I think it's better just change the nowledge sharing speed to very very long
Will never spread to Confucian or Shinto provinces.
Read this: https://en.wikipedia.org/wiki/Printing
In 00_core file in common/institutions folder "trade company efficiency" line should be 1.25 instead of 0.2
If it is, then a good idea would be to change the AIs decisions values for the interaction, making it 'impossible' for the AI to accept it/want it.
I dont know how to do that myself, have looked around but cant find the diplomatic action for it, in the meantime, ive increased the duration of knowledge sharing, so while it doesnt do anything, since it lasts longer, the AI cant ask about it
owner = {
OR = {
technology_group = western
technology_group = eastern
technology_group = ottoman
technology_group = high_american
}
}
}
for industrialization
(sadly steam edited out the tabs
in the mod's common/institutions/00_core.txt file replace enlightenment's can_embrece field with:
can_embrace = {
owner = {
OR = {
technology_group = western
technology_group = eastern
technology_group = ottoman
technology_group = high_american
}
}
}
The other bugs mentioned shouldn't be caused by this mod since I don't touch the interface.
I've also fully implemented the slowed spread based on tech groups. So I'd love feedback on how that works out in game.
Has it always been like this, and I just did not see it?