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Rapporter et oversættelsesproblem
It's in both
@Victoria 3
So for the moment, if you're using a mod which adds lots of extra arable land, that will be a source of balance issues here. Unfortunately, this specific feature doesn't always play well with other mods.
I'm planning to either try and rework the main pop growth formula, or use a dynamic state modifier that would work along the lines of being a more refined version of this maths that takes into account urban population.
Neither of these are easy things though, so they're probably not happening for another month or so. They are, however, on the to-do list.
I've reported it just last week but in regard to other mod that specifically changes arable land size
I’ve been trying to localize the names of the textile and silk goods used by your mod, but I can't figure out what the actual localisation keys are.
I've checked for the usual fabric, silk, good_fabric, good_silk, even mog_good_*, but nothing sticks — the game keeps displaying “Basic Textiles” and “Silken Cloth” no matter what I override.
Can you please confirm what the exact localisation keys are for those two goods? Or point me to where they’re defined in the mod?
Thanks in advance — I’m about to start strangling XML files one by one.
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
In general, transportation isn’t meant to be easy until you get railways though…
the annoying thing is when you have a big shortage of transportation in many province but you have to build all those ranches first to be able to build a railway i hope you can do something about it to ease game experience
- Updated (and rebalanced) for 1.9
- Fertiliser production nerfed
- Beasts of Burden pm provides early transport
Thanks for putting up with my idiocy then, my bad dude.
"This mod may be not compatible with mods that change vanilla techs, buildings, production methods and military units."
Those four things represent a very large cross-section of mods.
So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]
I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
And the transport issue is intentional. Unrefrigerated transport without some level of transport infrastructure was a bad time.
there are some small issues i've noticed though:
- unrefrigerated transport having a transportation cost means any state without rail or urban centers is going to have an automatic -50% to ranches.
- grocery production in refined products is a good idea but i think it's overtuned, food industries (roughly) convert 1 wheat to 1.5 groceries, or 1 food to 2.25 food, with a minimum employment of 2,5k, whereas full eggs & dairy converts 1 food to 2.5 food with a minimum employment of 1.4k. imo just a small production of groceries and the scaling food industry throughput would be good, so you can build ranches to establish a consumer base for groceries cheaply then use food industries to fulfill it as it scales up
I could be managing load order wrong, but it doesn't seem to be terribly compatible with your military rework as the tractors in that mod use engines instead of automobiles. Not a deal-breaker, but am I wondering if it is just something I'm doing wrong or if a compatch would be needed.
This is basically equivalent to what I would do if I reworked other agricultural buildings.
Having now played with this mod for a couple games, I'm liking that I actually end up using my arable land in my homelands (thankfully, Paradox did make most plantations somewhat profitable). The problem is that ranches are the only viable building there, which even the private sector seems to realise and respond to. I end up in a situation where my entire rural population are almost exclusively ranchers and it takes me out of the game for a hot minute.
I'm only asking this because this mod and your other mods show that you know how to make actually useful production methods for some of the more neglected industries in this game, without just making them go-to buildings in every situation.
1) Their design meant that it was impossible for meat to become a major demand in the late game, despite that being historically exactly when it should be.
2) Some nations were historically viable almost solely due to their animal herding skills, and this was a key sector of the economy in many parts of the world, but in vanilla they would be unable to avoid abject poverty.
I have updated with a fix just now.
Qing -6% birthrate -25mil of people every year
Super germany (me) -1% -1mil people
British Raj: -4% birthrate -5mil people
its declining very fast, declining globaly
I'm not well today and can't spend a lot of time on testing, but that's a serious issue so if you can confirm I'll push a hotfix.
Population is declining in all countries