安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Any person or a group of people have my permission to do whatever they want with the mod, the only requirement is to mention that your work is based on it. Check GitHub repository [github.com] for the source code and modding tools used.
If you are curious about my ongoing projects, in regards to modding it would be the AI for Imperator: Invictus . Here's a video overview .
- Compatibility with Victoria 3 1.9.5, all credit to ArcusDeus
AI Countries Stockpiles : Military Goods Only
Player Goods To Stockpile By Default : None
Stockpiling States : Capital Only
State Priority Saving Bonus : 0%
Which AI Countries Can Stockpile : Great Powers Only
For optimum performance use country merging and state merging mods as well which seems to be compatible with this mod. Hasn't had an issue yet.
Because I suppose Capital Only requires less calculations.
Mod doesn't have to take into account GDP of states and I guess Capital Only means there's only one hidden building per country.
Tooltip on "Military Only" says that it has major impact on performance, but other stock pile options such as All Goods or All Industrial doesn't say that, tooltips doesn't really fit and become unreadable " ... ".
Does all these AI stockpile options equally affect performance or would it be better to just allow Military stockpiles for the AI?
would u make a line in description
Here is my Chinese localization. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2880069248
I mean, I appreciate it but there are 11 different game rules, and a decision that just never goes away.
– Added German translation by KushGene.
Could you please send me a game save with the issue where market UI causes the game to slow down? I wasn't able to reproduce it myself.
– Compatibility with Victoria 3 1.8.6
https://imgur.com/Q5az0U5
Ofc not :D
You can use "every_market_goods" scope on "every_market" Scope to scope to mod created Goods (When Player or AI starts to use it, it will appear via every_market_goods).
Just add an scripted effect via an mod compatible "Monthy on_actions" (on_actions can call other on_actions without overwriting file, so you can create custom on_actions that causes no mod conflict)
scripted effect should check if there's any new good that isn't processed by Mod (maybe via "is_target_in_global_variable_list" trigger?) and than make Mod process that good.
There's a game rule to remove this limit.
Sorry for the late response, I'm moving to another country and don't even have an access to my PC.
Additionally, you can preset them with a game rule before you select a country.
It's dizzying to have to open the trade menu and click each good individually, and go back, and do it again, 43x times in a row whenever I need to change my save/spend policies.
Otherwise than that, I love this mod, it solves my biggest gripe with the game's market system!