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报告翻译问题






TRY_INJECT:forrest
1. Lowered a bit some population growth sources in general as well.
2. Pop capacity gain from development fixed, overpopulated locations will now properly have the scaling negative population growth. Further increased their migration push, so that most population decrease will come from migration instead of starvation.
3. Increased migration attraction from towns and cities (and megalopolis etc), to further the rural -> city migration.
4. Now peace gives a small pop growth bonus (0.2%) and war gives the inverse.
5. Balanced a bit the population capacity and capacity increase from vegetation and climate. Anything that is not too cold or too hot should be closer.
5. Rural settlement building gives substantially less pop growth (from 1% to 0.3%)
I found a typo in my last version that caused population capacity in locations to be around 10x what I intended. This was mostly why population was exploding so much late game.
for example, getting close to or even over 1% growth in a lot of locations which would turn 5 million pop into 723 million pop after 500 years which is a bit comical.
you seem to be doubling a lot of base vanilla numbers, when increasing them by 1.2x - 1.5x would probably get more reasonable results.
i think the big win you've hit on with this mod is having more sources of pop growth (like going spritualist) and I think that's the angle to explore rather than buffing the sources of pop growth everyone is going to have like prosperity and available free land. Make more pop growth a strategic/societal choice rather than a free buff everyone gets
great mod!
I just noticed one issue, globally everyone has MUCH MUCH more population growth as in vanilla (which also leads to pretty crazy performance issues).
I personally would prefer it if provinces and markets could actually realistically run out of food, which doesnt seem to happen with your mod (maybe just from what i saw).
I really wouldnt mind if there were MUCH harsher debuffs to city food production, a city should ABSOLUTELY not be able to supply itself with food that easy (which is currently the case).
- More pop growth bonus from having large food stockpiles
- Hospitals and healing type buildings now give a small pop growth (0.1%)
- Irrigation and canal now gives a little bit more food production (5%)
- I removed the population growth limit from being overpopulated. Now there is a scaling debuff to population growth from overpopulation (besides the original negative migration attraction), meaning if you stack enough positive pop growth you should be able to push through the limit for a while. I also increased a little the population limit bonus from development (2.5% -> 4%) so that fewer locations in China and India start overpopulated.
Any idea where to change max value for growth from food storage? i think base is capped at (0.10%). Maybe if you know i would be very thankfull if you will tell
its not anywhere in static modifiers or im blind
in defines i found this: GROWTH_FROM_FOOD_MULTIPLIER_MAX = 10 # Maximum scaling of the growth from food
but changing that doesnt inrease it so idk
But i think it would be cool if a player could more directly influence pop growth, maybe consider buffing food storage modificator so building granary will have an impact on this.
I like the idea of inwesting in population growth by acucally building something for them. bcs rn u cant do much to have advantage over other countries to have faster pop growth.
Maybe u can also add growth for hospitals so we can balance out lower pop growth in cities.
But for sure it need a balance with a whole mod.
Imo societal value influence growth way to much rn. Max prosperity give (+0.25%) almost half bonus compared to max Spiritualist (+0.4%), It would be more realisic to have (+0.1%) at 100%
The spriritualist pop growth doesn't show up in the information about pop growth in a province, might still be in effect idk. Also some of my provinces have after turning on the mod decided to not buy food. (Overflowing in the market and granary and still starving). This is just some, as other provinces also producing too little food for the province are buying food from the market like before
Abundant free land is a modifier that triggers in a location when "<10% capacity & <10k" and it originally has an effect of 1% yearly pop growth. That is a lot! Because pop growth is exponential, it would mean in 100 years multiplying the population by 270% in growth while the new number of 0.2% would mean a 22% growth in 100 years.
This modifier also does not discriminate, so deserts in the middle of Africa or Russian tundra would get this modifier the same. This caused crazy growths in the middle of nowhere. The game also has the settlement building which serves the same purpose and also give 1% pop growth, at least with the building you have to actually build them.
- Abundant free land: 0.01 -> 0.002
did you mean 0.02 for abundant?
Now it makes a bit more sense to go spiritualist in the early game and then move to humanist later when amount of pops either doesn't matter as much + growth rate doesn't matter close to end of game
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3605248168