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Should I instead try "event migration_fixes.1 [COUNTRY_TAG]" ?
Also, is there a way to add this mod to an existing save without breaking the achievement compatibility?
What you're noticing is that [1.7] Migration Fix hasn't been updated and copies over too many variables, resetting some things to how they were in 1.7. Your states just aren't appealing enough in 1.9 to attract migration. That's not a bug but the game working as intended.
For context here are the changes [1.7] Migration Fix makes: https://www.diffchecker.com/VjEoqxVZ/ (Left is base game 1.9.5, right is [1.7] Migration Fix. Things added that no longer exist in the game are ignored, lines that are fully deleted use the base game values.)
this {链接已删除}mod:https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3309945606
I start a game with ONLY this mod. Play France. Do normal things and then, a few months into the game - could be anywhere from Feb-Jun 1836 - I have a sudden drop in my employment in Government Administration buildings, which means I get a huge revenue hole.
The buildings recover, get back to full employment and then the cycle repeats. Watching the admin buildings in Ile-de-France shows this best. When this mod is not active, I do not see this issue in either vanilla or modded play. With it active, the admin pops drop, taxes are broken, and the nation spirals into bankruptcy.
Wait, so, for example, if I'm Germany, and I take Austria from Ausitra. What happens to the South German pops?
If you've got a mod that cranks up the migration by a thousand times then that can cause the behavior you've noticed because the game now effectively doesn't check the fraction of pops that get moved. (Try deleting migration_fixes_defines.txt and seeing if that changes anything. If it doesn't then whatever other mods you have are causing it all on their own.)
I've noticed the game ends up migrating pops to one-state-at-a-time with this mod after fixing the deadlock it was in but the game having bad mechanics is not something I can fix with this keep-things-vanilla approach. Migration not working at all is the only thing this solves.
To be frank this mod (lowered min fraction of a pop so that it is eligible to split up for migration) should be part of the base game.
one day: Beijing 15-16 million people, Sakhalin 50k
next day: Beijing 3,6 million, Sakhalin 11 million
Did not use any decree, only incorporated it and built a port.
Obviously since Sakhalin was completely undeveloped immediately 3 million people (relatively low workforce ratio) end up unemployed and starving, turmoil jumps to 80% and salvaging the situation is nigh impossible. Welfare costs 50k just for enabling the emergency decree but that also only keeps their SoL at around 6 instead of 1. Still millions in starvation.
And they don't even emigrate.
Migration still only works in extremely low numbers (1k per week AT MOST), and only between very few states. The entire promise of the mod, that it would enable unemployed to move somewhere else, just isn't fulfilled.
I am using this mod in combination with other mods so I highly suspect some form of conflict here.