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报告翻译问题






cool
can you then change the game versions in the mods so that it does not cause confusion?
Exactly. Game doesn't read a mod's code to give you a warning. It checks for the game version that a modder put in the mod, so if actual version and the one in the mod don't match, it'll give you warnings anyway even if there are no real issues
All addons work with the newest version. I did not update those which didn't need one.
I mean,could adjustments be made to the tech tree to either prevent urban centers from growing too rapidly or to slightly reduce the severity of these penalties?
In another campaign as China, every state had a massive unemployed population. Even by utilizing the highest PMs, it was impossible to prevent the penalty from exceeding -50% before eliminating the unemployed population (while a significant number of yeomen farmers still remained).
For most European nations, it's indeed difficult to encounter penalties as high as -50%. However, this isn't necessarily the case for countries with populations exceeding a hundred million, like China,India,or in the late game of United States and Russia.
Focus on levelling up urban center PMs and try spreading industry across different states. With best PMs, maluses are really tiny for each level. I can't say it's ever become a major problem in my playthroughs
I made a mistake. It was caused by another mod.
Can you tell more about it? Which technology got what? Where was it taken from?
I find it far too easy to pass the second agricultural revolution. More time should be spent taking peasants into farmers, and a larger part of the economy should be dedicated to farming directly.
Fertilizers are also far too early, you can get it industrially in a year or two, while IRL it took until 1903 for the first industrial method, in the Birkeland-Eide method.
I just believe that the game makes it far too simple to attain enough food for the increasing population, at most youre building the odd farm or fishery, while irl there were lenghty agricultural changes that led to the opportunity of increased agricultural efficency that led to the food surplus that was necessary for proper industrialization.
by the way @Боцман tnx for your mod) cant play in vic3 without this mod)
I have PM reworks in mind, but no ideas how I could shift the situation you're talking about. Farming takes a lot of arable land, though. In large economies you cannot really rely on imports if you want your food industries to be profitable. So if I want to make player to build more farms - arable land becomes an issue.
It is intended. These PMs now consume transportation, but in exchange, they save a lot more workforce than in vanilla. So you should build railways for transportation. Otherwise, urban centers could flood your market with transportation making your railways unprofitable.
Turned out that paradox fixed a typo in the building group that artillery foundries was a part of. This breaked all the mods that used artillery building, but were not overriding the building group.
Under the building definition for artillery foundries you can find this:
building_artillery_foundries = {
building_group = bg_artillery_foundaries
icon = "gfx/interface/icons/building_icons/artillery_foundry.dds"
city_type = city
levels_per_mesh = 5
ai_nationalization_desire = 0.5 # AI generally does not want to privatize military goods industries
unlocking_technologies = {
gunsmithing
}
production_method_groups = {
pmg_foundries
pmg_automation_building_2500
}
required_construction = construction_cost_high
ownership_type = self
background = "gfx/interface/icons/building_icons/backgrounds/building_panel_bg_heavy_industry.dds"
}
Changing building_group = bg_artillery_foundaries into building_group = bg_artillery_foundries fixes the issue, theres simply one a inserted wrongly.
I meant it to be like that. Until I do some work to balance the research properly, it's a temporary measure.
country_literacy_rate = {
icon = gfx/interface/icons/timed_modifier_icons/modifier_lightbulb_positive.dds
country_weekly_innovation_max_add = 150
country_weekly_innovation_add = 150 !!!!!
}
In your base static_modifier, it has a big problem with this weekly innovation add it should be fixed as " country_tech_spread_add = 75 " like the original version or do you have any specific reason for this, please explain it to the public. Thanks for your mod working.
That is absolutely my bad! Slapped the modifier in the wrong place, it supposed to be a building modifier. Thank you for reporting, it'll be fixed in the nearest update
from iexcore_pm_miscellaneous under pm_trade_center_principle_external_trade_2:
country_modifiers = {
workforce_scaled = {
country_influence_add = 0.5
}
unscaled = {
building_goods_input_mult = 1
}
}