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报告翻译问题






I'll take a look at it for the next patch.
- Updated mod to 4.2 'Corvus' and Infernals
- Imperial Council civic is no longer incompatible with Under One Rule Origin
- New civic options and inherited civics added to Warrant of Trade vassal at game start
As with New DLC and content, I'm not entirely sure if something is broken or not, but it seems to be alright. PLEASE let me know if you run into any new issues due to the dlc.
If you want to play with it *now*, you can just open the mod file (workshop/content/281990/3572910112/common/governments/civics/Wreath_civics.txt) and remove the origin section from civic_wreath_imperial_council. Quick and easy.
There is a few of them that look like this between lines 14~285:
[inline_script_database.cpp:71]: Unknown inline_script "trait/icon_element/tier_$TIER$" in file: " file: common/traits/wreath_great_houses_traits.txt:14(inline_script) common/inline_scripts/trait/icon.txt line: 20
- New EXPERIMENTAL Origin/Civic added: Great Houses
-- Manage an empire full of noble houses vying for power
-- Known Issues:
---Factions may spawn at the same time (This is Paradox's fault, not mine. I'm basically strangling the engine and praying it doesn't happen. Might figure out a better solution, might not.)
---Missing Custom GFX.
- Fixes and changes
-- Worker Cooperative is no longer compatible with Consular Republic (Thanks OddTomato)
-- Satrap's Palace holding's job spawns fixed. (Thanks "Gooner". I didn't initially realize what the issue was)
NOTE: The Great Houses Origin/Civic is probably the single most complicated part of this mod now, so I expect it to be a little jank (at least for now). I have some ideas for improving it, but I want to hear your thoughts on it as it is. so yeah, Feedback is very much welcome!!!
Thank you all for being so interested in my mod, because I love making it for you guys!
Always nice to get encouraging comments from modders whose work I've personally enjoyed.
Thanks for the well thought out comment, and for your efforts to break the mod!
Just something reasonably balanced.
Fņŏŕď, I've thought about illiberal democracies and hybrid regimes and the Presidential Republic civic is kind of the widest net I decided to cast to represent them. General ideas are nice, but getting interesting gameplay (or things I can implement with minimal vanilla overwrites) is more difficult. If you want to see something in the mod, I suggest that you give me something more concrete to work with. I am interested in that area, but I've struggled to find gameplay that would be interesting enough for it.
- Changes to Utopian Authoritarianism civic
* Fixed localisation issues with Welfare Officers (FOR REAL THIS TIME)
* -50% to the upkeep of Welfare Officers (5 -> 2.5 Consumer goods per 100 jobs)
- One Party State's 'The Party' faction has reduced base popularity without the civic (25 -> 1)
- Legendary Leadership AP can now be taken as the first AP
The party doesn't instantly disappear once the civic is removed, it just becomes very unpopular. It should in theory just slowly lose popularity until it becomes a minor faction or is dissolved due to having too little support, but there's a chance the effect isn't working as intended. I should probably make the decline much more noticeable. I wanted to emulate the party staying around as a remnant due to it's immense influence on the empire even if it loses its grip on absolute power, slowly losing relevance as time goes on. I'll look into it in the next update.
It is theoretically possible, but practically impossible that the party dissolves due to unpopularity while the civic is active. That would require a faction MUCH more popular than it to exist, which the vanilla game doesn't have, even with the other special factions.
- Updated 'Warrant of Trade' Origin
* Vassal Megacorp can now be fully customized (I had some trouble implementing it the first time, thus the original BAD implementation)
* Vassal Megacorp now starts with a Science ship and a Construction ship
- fixed localisation tag issues with Welfare Officers
mod_job_wreath_welfare_officer_add modifier:0 "Welfare Officer Jobs"
You forgot the underscore between "add modifier" just a heads up and thank you for your hard work!
Wyverian, I'm not really sure I have the time and motivation to really dig into other ethics like I did with this mod. I have plenty of ideas, so maybe down the line, but I have no plans to do so any time soon.
mcm0319, It should have the authoritarian ethic and nothing else, unless you give it a militaristic archetype. It's a weird implementation and something I want to improve upon. It's just that implementing it in anyway would be weird in other ways. Feedback on that is appreciated.
"Gooner" (very... cool name btw), they are vanilla noble jobs so it's down how the vanilla AI-economy works and I'm not touching it.
mason531 & Mythcrafter, yeah, just gotta figure what kind of thing would work the best for those.
Willem, Glad to hear that! I really wanted to fill that hole, and I'm happy someone else wanted it as well.
For Syncretic evolution I was thinking a benevolent dictatorship type
for managing simpleminded slaves. Like a modified utopian dictatorship.
Maybe another type of slavery that works with servile.
I don't play with large overhaul mods, so I couldn't make *good* compatibility patches for them, but everyone who does is welcome to try. I would probably link them on this mod's page as well.