全面战争:战锤3

全面战争:战锤3

Capital City Economic Scaling
40 条留言
Mike 7 月 20 日 下午 1:58 
I think the mod is currently broken? I've tried it with the drawfs. I hold 2 provinces, and the income is always 20, no matter how many turns i wait.
Rogueservitor 2024 年 11 月 17 日 上午 10:15 
has an issue playing with the woodelves. propably something to do with wood elves campaign starting with the oak of ages, because starts to work if the player abandons oak of ages.
SinisterWeasel  [作者] 2024 年 10 月 27 日 下午 9:00 
No, only counts settlements owned outright by a faction. Did you try going to the next turn to let it update?
Chicorito94 2024 年 10 月 23 日 下午 5:27 
I was playing with the Solland mod, fought a bunch of wars locally and returned the settlements back to their rightful owners but the income given by this mod keeps going down. Now I only own 3 settlements but only receive like 22 gold/ turn (It was in 200s). So it seems that returned/ traded settlements still count as owned ones?
SinisterWeasel  [作者] 2024 年 8 月 27 日 上午 3:20 
@mikojb That's really cool, thanks for the kind review. Hope you enjoy using this and feel free to let me know if there's any issues, as usual. I should probably mention somewhere that the capital income is updated at the start of every turn (except the player's first turn because campaign start is a bit weird).
MichaelGFI 2024 年 8 月 26 日 上午 6:24 
@SinisterWeasel I made a short showcase video for your excellent mod: https://www.youtube.com/watch?v=otgQo-WmeAI

Thank you for your work.
SinisterWeasel  [作者] 2024 年 8 月 13 日 下午 8:26 
@mikojb Yep affects the AI, they get a slightly buffed version as well.
MichaelGFI 2024 年 8 月 12 日 上午 6:37 
Great idea for a mod. Does this affect the AI also?
SinisterWeasel  [作者] 2024 年 3 月 17 日 上午 4:41 
@sigmars_disciple yeah should still work fine
sigmars_disciple 2024 年 3 月 16 日 下午 11:31 
Hey SinisterWeasel, is this still good to go with 4.2? Thx <3
SinisterWeasel  [作者] 2023 年 10 月 16 日 下午 10:29 
Recent patches broke this mod somehow. Anyway fixed now.
SinisterWeasel  [作者] 2023 年 10 月 7 日 上午 7:50 
Updated for the latest patch.
SinisterWeasel  [作者] 2023 年 10 月 5 日 上午 5:19 
@ShadDoUrden hahah I feel you my friend, I honestly use mods mostly to try and make the game as hard as possible in lore-friendly way.
ShadDoUrden 2023 年 10 月 5 日 上午 4:46 
I thank you for taking the time to answer me.
I want to make the game more difficult and more realistic but I understand your opinion ^^
SinisterWeasel  [作者] 2023 年 10 月 5 日 上午 4:35 
@ShadDoUrden I think I understand what you're asking. The idea of the base income for all factions is factions can sustain at least a single stack at all times. It doesn't really make sense from a realism perspective but I think it's an important gameplay element. Such a mod would be possible but not something I have time to make.
SinisterWeasel  [作者] 2023 年 10 月 5 日 上午 4:33 
@Louffi Sorry man but I'd rather not make submods with singular changes like that. Just opens a can of worms.
ShadDoUrden 2023 年 10 月 4 日 下午 5:02 
hello jee looking for q to remove income other which is not logical with this money coming out of nowhere. I made an otherincome 0 only made me a suggestion as follows: perhaps should consider creating a global bonus for all factions of +3000 (excluding beastmen and tomb kings) which lasts for the first 10/15 turns with a return degressive.
like 3000 turns 1 to 4, 2000 turns 5 to 8, 1000 9 to 12 and nothing beyond that

would you be able to make this kind of mod?
Louffi 2023 年 9 月 27 日 上午 1:47 
Hi could you make a mod or modify this one so undercities don't affect the scaling :) ?
SinisterWeasel  [作者] 2023 年 8 月 4 日 下午 5:16 
If you want to calculate it's roughly:
Player: (turn_number + 10 - (2*num_major_settlements + num_minor_settlements)^2)*20
AI: (turn_number + 20 - (2*num_major_settlements + num_minor_settlements)^2)*20
SinisterWeasel  [作者] 2023 年 8 月 4 日 下午 5:14 
Seems to be working exactly as intended. As I said, the formula uses an exponential with relation to the number of settlements owned. If you own 10 settlements at turn 100, you will only get a small bonus, whereas a faction with one settlement will be receiving a very large bonus by that point.
SinisterWeasel  [作者] 2023 年 7 月 29 日 上午 6:19 
Haven't been playing at all until now, I'll check it out in my campaign.
Gamerhell 2023 年 7 月 2 日 下午 6:35 
*nvm, it is only 1500, but still*
Gamerhell 2023 年 7 月 2 日 下午 6:34 
Can confirm that the mod is not working for my faction, it is turn 80 and the most boost I am getting is 20 from my capital region. Meanwhile I look over to my west and see that my biggest rival has a growth of 4081 for his capital bonus. I think I found a bug.
Gamerhell 2023 年 7 月 1 日 下午 10:23 
Is there a cap at 20 or something, because I feel like when I am playing as Norsca that my capital province boost is not growing after it reaches 20. I did expand early on into most of the starting peninsula, but that was about 20 turns ago and there has been no growth at all since. Am I doing something wrong? It just doesn't feel like I expanded to the point where reduction is too much to handle.
SinisterWeasel  [作者] 2023 年 5 月 13 日 下午 10:20 
Mod updated. No changes made, should still be working fine. Any issues or feedback let me know.
MrSoul 2023 年 5 月 7 日 上午 11:32 
Just wanted to report back in from my comment a while ago.

Played at least 5 campaigns start to finish since I sub'd. This mod is bloody genius, has zero downsides and deff enables you to "build tall" instead of only having to expand.

Watched both myself and the AI have their capital dynamically adjust without any issues, no bugs etc, and I don't think it unbalances the game at all, just expands player/even AI's options a bit.

Excellent work, imho should be one of the most sub'd mods as this should just be a base feature of the game.
SinisterWeasel  [作者] 2023 年 3 月 3 日 下午 3:01 
Yeah he won't receive any bonus.
Greatly Annoyed Niko 2023 年 3 月 2 日 下午 5:51 
I would double-check Nakai, since he doesn't settle at all.
SinisterWeasel  [作者] 2023 年 3 月 2 日 下午 4:46 
If a horde has some form of occupation, like beastmen herdstones it functions exactly the same. Might need balancing in future.
Greatly Annoyed Niko 2023 年 3 月 2 日 上午 6:27 
How does this interact with hordes?
Nicious 2023 年 3 月 1 日 上午 7:46 
sounds just like what I was looking for!
SinisterWeasel  [作者] 2023 年 2 月 27 日 上午 2:09 
@pyromaniac7777 nah man I'm trustworthy, but if you're CPU is hitting 100% when you're not running any programs and little cmd windows keep popping up with "bitcoin miner" on them just ignore it, probably unrelated.
Pyrodysseus 2023 年 2 月 27 日 上午 12:00 
Like I'm gonna trust a guy named "sinister weasel" to run the economy. on second thought, might be better than the current leadership
MrSoul 2023 年 2 月 26 日 上午 7:06 
@sinisterweasel, well that's just awesome. Kudos to having the forethought, be sure to share my thoughts as I try it out.
SinisterWeasel  [作者] 2023 年 2 月 26 日 上午 1:48 
If there's interest I'll see what I can do, for the moment I've just got it set to something I think is reasonable.
Vaxar Kun 2023 年 2 月 25 日 下午 1:33 
maybe it is something you could add MCT toggle/slider stuff, so people couid adjust it to their liking? Interesting concept, at any rate.
SinisterWeasel  [作者] 2023 年 2 月 25 日 下午 1:17 
@Mr.Soul Yeah exectly. Currently the best way to think about it is: if number_of_settlements^2 is equal to turn_number then you will receive no bonus. So 3 settlements at turn 9, 5 at turn 25 etc. I'll probably play around with the numbers and rebalance them depending on people's feedback.
Deeyourelf 2023 年 2 月 25 日 上午 11:24 
Ooooo
MrSoul 2023 年 2 月 25 日 上午 9:23 
Trying to just fully understand the mechanic, so if I expand outwards, taking more provinces starts to offset the bonus to my capital? ie, it's already balanced in that sense that you can use this mod without just becoming OP money land if you start to expand later on?
bushez 2023 年 2 月 25 日 上午 7:33 
looks interesting :)