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报告翻译问题
This is arguably still less harsh than reality was for China
@Morgi, that’s not part of this mod?
Do you think this assumption is relevant still based on the premise that arable land might be recalculated?
I don't know the function, but i believe the birth rate function on subsistence should be logarithmic and clamped to some target to prevent overgrowth based on an in-game model of available land. At the moment it's just flat increase to percentage from arable land via modifiers.
Historical remark: Russia have estimated around ~1-2% growth per year from 1814 to 1914 (doubled the pop). With 7% growth the pop will double each decade.
Also In India there are also strange artifacts of always negative growth (f.e Bengal)
I've played recently with Make Brazil Great Again mod which doubles arable land in Brazil and i'm getting huge growth numbers ~15% YoY birth rate in states with about 200-300 arable land and no peasants and ~7% YoY growth in the country from subsistence.
While i don't have particular problem with high growth as it was present in some regions for a short while, this is consistent basically for an entire relevant phase of the game (~1840-1890), i've had Matto Grosso state (~350 arable land in mod iirc) breeding people and promoting them to labor which can migrate later, so the growth never changes.
The urban centre migration bonuses work just fine as-is in this mod for anyone that's not actively making their own problems while playing China so it will be staying this way.
I recommend thinking about the *potential* size of your companies when you found them, and making sure you don't put >1 big company in the capital.
Just 2 days ago I updated Soft Pops in a way that I *hope* keeps unemployment as an effective deterrent to immigration.
However, especially when you're playing a high pop nation like China, you do have to build up your other states. If all your big company HQ's are in Beijing, then you are going to have problems no matter what - that'd be a hell of your own making.
https://ibb.co/ksgY2mQY
https://ibb.co/zWnVKLh4 (High attraction at Beijing with +190 from urban centers alone)
https://ibb.co/Gzm1tXN (13.3 million people unemployed. This was from people migrating over and not being able to get a job)
https://ibb.co/WNShMbTT (My country has a total of 13.6 million unemployed. Essentially 95%+ umemployment all focused at Beijing)
https://ibb.co/p6sYs8b7 (I already have up to 800+ trade centers. I'm trying to build more to somewhat counteract it)
https://ibb.co/tMLgWNDn (But considering the debuffs of -683.5% construction, i kinda just cant do anything)
If you find you really can't do anything about it, please send me screenshots, I'll have to investigate the balance of things in the new 1.10 meta.
2) Yes, you were winning a bit too hard too early before you had everything you needed to support that.
1) For some reason thermal power plants do not produce electricity when I build them after discovering the technology for them. When I turned this mod off, they started to work fine.
2) Just a suggestion: I played a game as The Netherlands and became a huge trading hub by the 1860s. I had to buy a lot of resources to keep my economy afloat and I noticed a constant shortage of Logistic Services. I tried building a lot ports but that was still not enough for my 100+ level trade center, all while having an enormous amount of transportation and an even bigger number of Merchant Marine. I had to buy Logistic services from literally every other great power just to not go broke. Maybe it's a smart strategy to keep trade in check and not to grow gigantic trade centers so you feel shortages more but it just felt like it was too severe. Thank you.
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
I'll sort it out as soon as I can
2.I disabled all mods (except this one) and started a new game.
all social tech researched
https://i.ibb.co/G3G4qYcX/image.png
starting tech
https://i.ibb.co/fdt2NTS6/image.png
british start
https://i.ibb.co/7tZYbX2N/image.png
1. Does this happen straight away on game start?
2. Does this happen when this is the only mod loaded?
https://i.ibb.co/nsYStc8L/image.png
This game has something called "overpopulation penalty" and "pollution" which already accounts for what you described. These insane debuffs directly disincentivize growth and construction, which just shows you are unaware or you completely misunderstand the insane urbanization and movement of people towards cities in this era of history. If anything, more urbanization attracted more people, which attracted more labor, more capital and more opportunities to build and start business. The idea that somehow more people == less construction is absolutely bonkers insane, especially for the Victorian era which so almost no state regulation in development.
https://imgur.com/a/iJ7VWbc
e.g.
Most places like to encourage tourism - Parisians hate tourism cause Paris gets too much
Building in New York is far more difficult and expensive than nearly anywhere else in the US
etc.
Unless it applies to the entire world, it's not a bug from this.