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Does anyone no a relatively simple way to tweak or modify this to be compatible with Extended Timline? Please and thank you.
- The Clarissimi have lost the -200% dev cost, in favour for more diplomatic actions, this is now available in the Imperial Council Mechanic
- The Parliament changes will have to be done by Chaotica, as I have no clue how to achieve this.
- Ah good you noticed it in the council mechanic. Note this Imperial Council is inspired by the Hispanic System of Councils, but is more overpowered, not just the modifiers, but rather you can technically have all Councils actively simultaneously.
- Yes I noticed the issue with the Great Palace of Constantinople bug, but it isn't to do with the "is" and "was" but rather the mission_completed which only had BYZ, which meant when ROM was formed it disabled, I have corrected it into "owner" so it still retains the condition once you tag switch to ROM. It will be present in the latest update, Chaotica will have to upload it.
Ok I have given it my best on GitHub and failed .... miserably ... lol.
Can you hit me up on discord same name and icon.
Summary#4841
I can send you the zip of my work, I did some additional work on the mission trees, gfx icons, and several more changes to add flavour. I could make patch notes, but it would be a wall of text so find the link to the images below with explanations.
https://imgur.com/a/mFZ7PnR
- Have the Roman Empire government reform keep the same governing capacity and assimiled cultures as the Byzantium one, I had to return to the Byzantium Empire reform because my 7500 governing capacity became 2500 when I formed the Roman Empire, and I used 5000.
- Maybe have the possibility to keep Constantinople as your capital, I lost ten trading companies because my capital moved from Eastern to Western Europe.
- Maybe implement the missions of the Mameluks that make it possible to build the Suez Canal early.
Otherwise I don't think there is much to change, although I didn't see where the factions were, but I am also a quite new player so that may be why.
Great work !
Updated the Government form to copy the Spanish Government form "System of Councils" in the "Roman Imperial Council".
https://imgur.com/a/roman-imperial-council-government-mechanics-0xoplLm
Also updated some icons
- Updated the icons of the new priveleges
- Updated the icons of the three factions; Illustres, Spectabiles, Clarissmi.
https://imgur.com/a/wXyCp4X
Also updated the Holy Orders
- St. Basil gives an addition -55% construction time.
- St. Theodoro gives +1 manufactories, great projects costs, and passive institution growth.
- Gave both Saints of the Holy Orders new icons similar to the Orthodox religious icons.
https://imgur.com/a/WXU1N9a
Ok So I did some work on the mod.
- Byzantine Government Reform (T1) has a new icon that isn't the "Peacock Throne" one.
- Roman Empire Government Reform (T1) allows to recruit Pronoiars from Roman culture
- Updated Roman Empire national ideas.
- Fixed the Propagate religion bug
- Changed the Propagate religion icons and notifications to the orthodox symbol.
- "Restore the Pentarchy" mission enables propagate religion in Abrahamic religions as well
- Tweaked the faction effects a bit, the Spectabiles now gives idea cost reduction (-80%), culture conversion cost (useful in non-state provinces in which no Holy Orders can be established), & culture conversion time (-90% each)
- Tweaked the faction effects a bit, the Clarissimi now also allows for the recruitment of conquistadors & explorers nullifying the need for Exploration Ideas.
Will work on the Holy Order changes since they will need to be changed with the above update.
https://imgur.com/a/JxTSkdA
In theory it might be possible to create a compatibility mod that relies on these two mods and also overwrites the file with all changes from both mods, but I have not done so before so I cannot guarantee that works
@Western Woman Empire don't know, may have conflict with the provinceview.gui which you can handle as explained in my comment on 18 Dec @ 7:09pm
Aside from that, this mod is not made with any compatibilities in mind, so: feel free to test it!
However, after restoring the Roman Empire I found a few issues related to that:
1 - Pronoiar regiments can't be recruited in Roman culture provinces
2 - the "Roman Empire" government reform hasn't been buffed. Perhaps most notably, it doesn't have the cultural assimilation mechanic like the "Byzantine Empire" reform does.
3 - Roman Ideas haven't been buffed
Overall that means that currently there isn't much gameplay benefit to forming Rome except that it's a requirement for completing the "Basileia Rhomaion" mission. And in fact switching back to
I am not sure if compatches are as much of a thing in EU4 as they are for example in Stellaris: best way to fix this I guess is to go in the files of this mod and delete provinceview.gui
(path: <your steam library folder>\steamapps\workshop\content\236850\3336984209\interface)
Downside is you will have to do that after each update, upside is it should work as you want it
This basically means those special units end up getting their vanilla bonuses instead of what the mod tries to buff them into.
There is also a localization issue related to this where the mod alters those units' regiment descriptions and thus keeps old symbols that check for those removed defines values. Those old localization symbols should be replaced with $EFFECT$ to correctly show the regiment modifiers
1 - the heir event can never give 6/6/6 heirs or anything better than 6/3/3. This could be fixed by using "change_<adm/dip/mil>" in the define_heir properties instead of just plain "adm/dip/mil". With that, the values could reasonably be changed back to 4/2/2
2 - The parliament bribes defined in the files "pay_government_currency" and the admittedly less relevant "pay_government_power" are not disabled for Byz.
3 - unlike the other added estate privileges, Megas Doumestikos only gives 20 loyalty when enacted, not both when enacted and when revoked. This means the other estates can easily have their loyalty increased to 100 with their privileges, but not the Nobles.
4 - Byz is very likely to get the Cossacks which kinda messes with the "you're guaranteed to have high estate loyalty" deal of the special privileges here. There should probably be a +50% Cossacks Loyalty Equilibrium modifier added to Megas Doumestikos
and why are there 12 levels of Government Reforms