Europa Universalis V

Europa Universalis V

Loans & Estates - The Fixening
17 条留言
Agraza 11 月 21 日 下午 3:00 
estates having wealth = building spam that further breaks the lumber market. i prefer them broke until the AI is adjusted.
Gliese581 11 月 21 日 下午 1:04 
@Anthro It might be due to PDX actually lowering demand for normal goods spiking estates incomes.
Anthro  [作者] 11 月 21 日 上午 1:35 
@Gliese581 If centralization is at 100% then the estates make no extra money from this mod.
Gliese581 11 月 20 日 上午 10:23 
My feedback playing a rich Netherlands is that with this mod the estates are absolutely spamming buildings, there are typically 4-10 of them going on at any given moment. That's with centralization at 100%, so maybe the mod is a bit overtuned.
Znikii 11 月 19 日 下午 4:52 
Hey, I have few questions about the mod, if you don't mind. :)
1.) If I understand correctly, you did the following: total Country Tax base multiplied by total average control of your country, then divided between the estates depending on their current political power. That value is then addded to each respective estate each month to their income budget. Non taxable, as trade is; Correct?
2.) Where in the original unmodded game files can I find the estate income & expanses?
3.) Could it be possible to mulitply estate expanses with total average market access, thus instead of increasing their income, lower their expanses?
Anthro  [作者] 11 月 18 日 下午 5:10 
@LazyIcarus soz, if that is the case, I misunderstood how demands work. Sadly, adding directly to income is not really possible due to it being linked to each pop of the estate, rather than the estate itself. Though in my game I don't happen to have many issues with luxury demands.
LazyIcarus 11 月 18 日 下午 4:04 
This is not working for the purpose of fixing low estate income leading to no luxury goods demand. This is because this mod doesn't actually increase their income, but rather spawns money for them. Demands are based on income rather than stored money.

Is there a possibility of the wealth infusion this mod adds getting added to their income instead of spawning out of nowhere?
Anthro  [作者] 11 月 18 日 下午 2:50 
@LazyIcarus in conjunction with the changes in the 1.0.5 update, yes, this covers the expenses nicely.
LazyIcarus 11 月 18 日 下午 2:13 
Does this fix estates being too poor to afford to demand any goods? (e.g. Fine cloth demand requires the estate have income > 125% of their expense) Playing as China, the large number of pops living in lower control regions means that my estates have ridiculous expenses and so never generate demand.
Aardwolf28 11 月 18 日 下午 1:42 
Great. Thanks!
Anthro  [作者] 11 月 18 日 下午 1:16 
@Aardwolf28 completely safe to add and remove mid-campaign.
Aardwolf28 11 月 18 日 下午 12:02 
Would you recommend a new game or should this retroactively work on existing saves?
Joshua Fitzgerald 11 月 18 日 上午 11:30 
Thank you, I'll use yours! :)
Anthro  [作者] 11 月 18 日 上午 11:27 
@ryguytx No, this wasn't in the base game. The estate bribing action is already very expensive, it scales with estate size, not how much money they've saved up.

@Joshua Fitzgerald The other one seems to give the estates too much wealth, mine is somewhat more grounded.
Joshua Fitzgerald 11 月 18 日 上午 11:19 
Thank you for the mod! I'm curious, what are the main differences between this mod and the other one addressing this, I am not sure which one to use
ryguytx 11 月 18 日 上午 11:01 
You mean to say that this wasn't in the base game? Also does this balloon the cost of bribing the estates and any event costs that involve them?