Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






I've looked though a bunch of other nations trying to find ones other then Yomi and Caelum that can start in a highlands but I've been unable to find any that do, if anyone knows of any other nation that does, please tell me.
So, mechanically, this doesn't matter. Lost land puts the province at population 0, so it really doesn't matter that a random site is sticking around. Turning them into a wasteland DOES work, so where it matters it works. On the other hand, it's ugly as hell :P
Caves and deepsea still ♥♥♥♥♥♥. Still afaik no way to fix this. I reported it in the same post I reported swamps being broken but it wasn't fixed, so I don't hold much hope.
Rumor is that req_swamp is going to get fixed soon, so I'm planning on updating the mod at that point (although that update would just be uncommenting the code that should make the mod work in swamps) and could throw in events that remove these sites if the province undergoes a terrain change. Does anyone have any opinions on if I should or not?
I guess that's for Illwinter to fix though.
I've made a patch that adds a series of turn 1 events to normalize the bonuses and penalties from rivers and mountains. In the interest of customization I've included it in a patch as a separate mod called "Normalized Capital population growth R&M" so it can be left off or used alongside or alone from the normalization from base terrain.
I've also moved all events from rarity 0 to rarity 5, thus making this mod compatible with other mods that use rarity 0. No idea why I didn't use rarity 5 in the first place.