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You're right about EU5, but we know Paradox and how they release games (vic3,ck3,hoi4), so I guess many will just stick to EU4 for at least one more year :P
And about scorching - scorching ottomans is necessary and a good feeling
As for the migration bit, the development moving from devastated regions to undevastated regions is already implemented, but the culture change is not. I dont think its really worth trying to implement with eu5 right around the corner.
For example province of Symia is under Hungarian control, let's say it has a Hungarian culture and its development is really low (4), while all central Serbia is devastated due to war with Ottomans and their development is falling down everywhere due to devastation - so basically these "people" are migrating somewhere and that can be closest province and if development is very low (not populated) they can become majority (what actually happened in some southern and central Hungarian cities
like development_cost_in_primary_culture development_cost development_cost_modifier local_development_cost local_development_cost_modifier
In the known issues you refer to the "Development cost modifier" reductions by admin tech, these are the 10% reduction given at techs 17, 23 and 27 ?
I've just started a campaign so I'm curious to see how it'll go. I was wondering if there was some adjustment to mana ? I saw an option allowing excess mana to convert into ducats, which seems logic since I guess both the player and AI will have more mana to spare without manual developpement. Are there other things, like a lower mana generation and / or increased mana costs in general, to compensate for the mana that won't be spent on developping ?
@Vaelyx uhh no, the development removal effect is in events/DVEL_events.txt at line 692
@constantinople should be fixed, set to 0.05
I'll do some tests with this mod to see how compatible it is
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers
Question however: I play with 2 other mods, Universalis expanded, and extended timelines from 1444 - 9999 (Presumably), i don't know if this mod works with those two mods, but it seems my devs is still just at 0 each months even if i have way above 900 adm / dip / mil points. I don't know when this is supposed to tricker to develope the provinces?
@EmeraldPhoenix thank you, I pushed an update to slow things down a little bit lmk if you notice
@Riddick_DK that doesnt sound like my mod. Worst case scenario this mod broke it would reduce provinces to 0 dev, but they wouldn't be abandoned. You have a different broken mod
I would like to do a kobold game without the action tax of manual devving. No pressure, I would be very grateful if you could have a look at it.
Very interested in a fix.
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers\DVEL_event_modifiers.txt
and get rid of the mana maluses from "DVEL_no_manual_dev_#"
@Ckasaron selecting no manual development basically just makes mana harder to get as a way to balance the game. Since youre no longer spending mana on development, if you continued to get the same amount of mana everyone would tech up faster, stay at 3 stability, culture convert everything, etc. This includes reducing your base mana generation and increasing the price of advisors based on government rank, making you rely more heavily on your ruler stats.