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I will wait for you to have time to make the fixes. In fact, under the Celestial Empire system, corruption can be handled simply by adjusting the reduction in income from direct holdings. If you only add a percentage reduction due to corruption to the income bonus for holdings, it should be quite straightforward. However, I have seen other mods apply a global percentage reduction to holdings' income alongside this, without distinguishing between different forms of government.
You could consider implementing corruption under the Celestial Empire system by adding this percentage reduction to holdings' income. As for the manor income, that can be addressed later.
1) having a very high tax rate and high corruption can cause income to be negative
2) The monthly_income_mult modifier is applied to BOTH gold income and treasury
I could easily fix 1), but 2) would likely require significant code changes.
For now I have disabled the corruption mechanics for governments with treasury.
I recommended this mod to someone else, and during the early stages of their development, they wanted to disable the corruption feature through the decision system. However, after clicking to disable it, the corruption was not removed. It’s clear that it didn’t take effect.
Can this be fixed?
Regarding the income cap and average earnings, roughly speaking, later in the game, balanced income can easily generate a few thousand gold per month. If possible, it would be best to limit it to below 1,000 or 500 gold per month.
Even when corruption is enabled, in reality, the population tax revenue is too high. With each property generating 8, 6, or 4 per month from population taxes, combined with income bonuses of 20%, 50%, or 80%, it leads to rapid expansion. A corruption limit of 75% is indeed insufficient, not to mention the additional impact from a player’s character abilities.
In general, I could implement an absolute ceiling on income, but for that it would be good to have some example numbers. Could you tell me roughly what was your average income in each century?
Hello, dear author,
This mod is about the population system and provides a county with substantial population-based tax revenue. However, as development progresses, the amount of gold becomes excessive, eventually turning into just a simple numeric value.
Could you consider adding options for higher levels of corruption?
It would be helpful to set several incremental levels that increase corruption, to address situations in late-game save files where players have many properties and high development levels, resulting in massive amounts of gold.
Let me know if that helps.
I am an Augustus of the Roman Empire, deliberately improving my 11 point management skills (along with lifestyle skills and the help of my spouse, totaling 55 points) by believing in the Zabulistan (the Sun Church), and by means of treasure and game rules settings, giving myself up to 14 territories!
But in the end I found a total of 400 gold coins, about 40% of which vanished. This made my finances very difficult.
In the meantime, could you provide some details on how corruption is too high? What are the income, corruption loss, rank, skills and traits of that character?
So why give more punishment for incompetent rulers?
1) Realism. There are many examples in history of massive corruption under incompetent rulers.
2) Drama. After succession, in almost all cases the new ruler is both less competent and doesn't command as much loyalty as their predecessor. Imagine a situation where the player has an extremely adept ruler, who dies in a battle, leaving a child to inherit the throne. This would cause corruption to dramatically increase. and significantly reduce the heir's ability to fend off another claimant ===> more drama
I get that it makes sense, but balance wise if everything "made sense" all the time then snowballing would probably be even worse than it already is.
also granted - i didnt play the mod, i just read the description and looked at the pictures :P
So, the mod is currently set up so that corruption only hits above an income threshold and that threshold increases with rank. But the basic threshold is high enough, that it would almost never affect low ranking characters (an average skill count would need to be above ~30 gold/month to see any effects, and those would only be relevant above 50, see plots in the description).
If you see any examples in the game where the mod does something weird, please let me know.
Practically, lower tiered rulers would have more direct control over their bureaucracy and land because theres less moving parts and more direct control over a higher % of assets. An empire's system would be vastly more complex and harder for the emperor to enact direct control over.
Gameplay-wise, lower tiers is when the money problems are already rougher and you have to be tactical with how you spend it and when youve worked yourself up to an empire you are probably already making gangbusters, that would be the right time to enact the penalty, not before.
Food for thought!
Does this mean that player-controlled conquerors also don't get corruption?
Neuuu.
Here's my translation: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3090564070
As a vassal, building more economic buildings (more "happier" counties) could also lead to a more favorable "liege opinion."
Just an idea to complement this mod!
(The last couple of tiers of buildings in general are pretty abysmal, with what are fairly incremental increases for very high costs, since the improvements for each level are pretty much identical but the costs go up dramatically )
Even if the player can work around this, this makes these things into AI traps.