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Hope y'all enjoy it, I personally can't play without it and literally didn't when the mod completely stopped working. The only reason I'm playing it at all again is because I managed to get it working.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3231009939
Cool thanks for the help, I was having another problem, but that was due to my stupidity of when I reinstalled the game I didn't notice that I changed drives, so I needed to reinstall unity mod manger to get the ip change to work again.
i too have noticed; a recent patch changed how nations are setup at game start in files, taking fractional completion values instead of flat (so 0.5 instead of 25 for being halfway to completing an space program at game start) however older mods that messed with investment values still have the old setup, so the game interprets that as meaning 'yes this country has 5x the needed starting army IP so better build them all after a day tick'. To correct this, you'd need to go into the mod files and edit the TINationTemplate to make the adjustments.
- Arrival International Relations, Unity Movements, Great Nations, Arrival Governance, and Accelerando each reduce the control cost of a nation to be to the power of 0.98, 0.95, 0.90, 0.85, or 0.80, depending on how many of these techs are researched. Larger nations benefit significantly more.
Seem not to be working anymore.. Just got Arrival Governance and my total CP did not decrease.
__instance.PropagandaOnPop(key.ideology, (float)dictionary[key] * TemplateManager.global.UnityPublicOpinionBaseStrength / (__instance.population_Millions/10f));
Any chance you're still updating the mod?
When the economic investment gives a set amount of wealth each time, is that amount still increased by how many economic and resource regions a nation has?
Still love the mod and everything you're doing here, just holding off on using that button until the next patch now!
It's MUCH easier to control large shares of population in Vanilla, which aligns with those win conditions.
Essentially every nation I take I just reduce inequality, authoritarianism, make sure unity is >4, and then either use spoils and funding and let the economy go down so I can control more nations.
In vanilla even with boosting GDP round the clock you can absorb more nations pretty rapidly in the mid-game and easily control the majority of the globe's population by 2040+.
Any chance to add a config option for having harsher spoils effects?
I'd like to see spoils have larger impacts, i.e. produce more funds but hurt the country in a more significant way (perhaps adding a small decrease to knowledge and unity, and a larger impact on GDP?).
In vanilla I had decided do 100% spoils in a country (relatively good cohesion, GDP, knowledge and government) and it never actually seemed to really 'hurt' the country. (There was some initial drop-off in GDP, etc but then seemed stable).
You would think using 100% of a national budget to rob a country blind would have a larger negative impact.
Well, the fact that the small EU countries cost very little made it pretty easy, but that's to be expected with the CP changes. Definitely would take more time in vanilla to fully form it but yeah, is probably cheaper.
Maybe if Spoils was made more damaging to the environment and the country, that would solve it being a money exploit. Then funding could be nerfed a bit, making Funding better long-term and Spoils short term
> You need 1000 times as many knowledge investments to increase education by 0.1 in a country with 1 billion people compared to a country with 1 million population.
1000x more knowledge investment is way too demanding. A country like India will need a long time to climb the education ladder.
Personally, I'd like to see more interesting mechanics to fact in and nation building and concrete things to do to boost the education, rather than adding another abstract investment point.
But I suppose there isn't any mods that can add more underlining dynamics yet.
For direct investment, the value you get in direct investing into a country that is small is significantly lesser, by virtue of that small country being unable to build or maintain very many armies. I do not see any reason to change this dynamic, though some changes to mil tech to make low tech level advancement easier is on the next patch todo.
Funding/spoils are being watched as something to nerf even further. The issue with funding was that I simply made it competitive with spoils, but spoils are basically an infinite money exploit in both vanilla and the current mod.
If I focused a economically strong nation on funding, I think I'd be fully set for the entire game, at the current 3 funds/year per IP
Being able to form almost the entire EU in 1 year feels very odd after playing vanilla for a while. Nothing wrong with it, just feels weird
@TheHalfwayXBray - Xenoflora growing quickly is maybe a bug but I don't think it is in any way interacted with by my mod according to code. Economic growth is now fairly comfortable in my experience, it's difficult for GDP per capita to exceed reasonable levels.
Hot damn. This seems too good tbh