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That's a real shame.
I was trying to find a way to save your mod, as playing without it makes the game just less enjoyable. :/
But there is 2 possibility :
- A : have a monthly /yearly event to check state population. There is 660 states in Vic3 so it shouldn't be that much performance heavy.
- B : have a permanent modifier on every state that may be something like this :
hig_pop_land = {
value = {
value = arable_land
add = 100000
}
}
hig_pop_state_birthrate_value = {
value = {
value = state_population
divide = arable_land
}
if = {
limit = { state_population > hig_pop_land }
multiply = -0.5
}
else = {
value = 1
}
}
Theoretically it's possible to use AI only events to continuously check all states for their population and apply modifiers to them, but that's too much jank and too bad for performance.
[code]hig_pop_state_birthrate_value = {
value = {
value = state_population
divide = arable_land
}
multiply = -0.5
}
hig_pop_state = {
every_state = {
if = {
limit = {
state_population > arable_land
}
state_birth_rate_mult = hig_pop_state_birthrate_value
}
}
}[/code]
so you recreat a value that scale smoothly to -1 and then use it as a birthrate to the state you want to target
The high_pop_state static modifier that used to be in the game scaled smoothly from 0 at the defined threshold to 100% at double the pops.
It's a real shame that your mod is no longer functioning. Even "only" the resource part overhauled the game so much that I couldn't play without it :/
With this change, it's impossible for population capacity to work as intended, since population can grow pretty much infinitely.
Vanilla can't decide if arable land is supposed to be actual arable land - so places like the midwestern US or Argentina would have a lot of it, despite their comparatively low population density - or if it's supposed to provide capacity for peasants - so places like Southern China and Japan, which IRL don't have a lot of actual arable land, need to have a lot of it.
Turning arable land into population capacity and changing agricultural resources to be capped individually was my way to split these two concepts.
So unless there's a way to make arable land work as population capacity as it used to, I won't work on this mod anymore.
I consider this mod an absolute necessity.
I think the updates are required for the map changes in 1.10
Hopefully someone can figure out a way to separate the resource/state trait parts from the birth rate parts? The resources were the best part of this mod. I loved seeing Sweden, Michigan, and Wisconsin actually becoming big iron producers, and no arcadey disributions. Its frustrating to see base game have random deposits that do not exist irl.
France has a total of 380 levels of vineyards in my mod, so even just a single vineyard in Oregon seems questionable due to its very low historical production.
But of course I never worked with 1:1 proportionality like that, otherwise resource distribution would be way too extreme, so I'll just move a few of California's vineyards over to Oregon to represent the history there.
I updated the mod with the change, although I still consider the mod to be broken gameplay-wise, of course.
That can be either done by editing the states in map_data like I did (since I edit them anyway), but for compatibility with other mods I'd suggest instead just to add a file in common/history/global that uses the add_state_trait effect to add these traits to all the states that should have them.