Europa Universalis V

Europa Universalis V

More Buildings
41 条留言
machotacoman256 18 小时以前 
Suggestion: Shallow iron mines. Only buildable in hills, mountains, and where Iron is already an RGO. Iron mining tended to be dotted about a country, and the RGO areas represent large deposits worth investing in capital-intensive mining operations. Areas without iron RGO's however were still mined for smaller amounts of iron.
purris 12 月 12 日 下午 12:28 
@Hi Hitagi

I've completed the spanish translation for the mod, however, the text doesn't update as expected, I followed you recomendations in the structure, used notepad++ to create the .yml file, but I don't know where exactly is the issue. I've sent you the friend request so we can chat a little bit faster for this.

I would like to share the files I've translated so you can make the general update.

Thank You :)
12 月 12 日 上午 4:17 
能不能加生产明矾的建筑
Rasputin 12 月 10 日 下午 3:21 
Hi Hitagi, could you add me back I want to DM you some queries with you.
12 月 10 日 上午 4:39 
能不能让辰砂开采限制放宽,世界上大部分地区是没有火山的,太缺汞了
12 月 10 日 上午 4:34 
红土铁矿厂能不能让亚热带气候也能建造。中国南方有大片红土地,但一个红土铁矿厂也不能建造
Hitagi  [作者] 12 月 9 日 上午 12:59 
@purris if you go to the mod files (there is a button for this in game) for you the path should look like this

steamapps\workshop\content\3450310\3609019368\main_menu\localization

you can find the current translations. to create a spanish translation create a new folder named spanish with a .yml file in it. Open it with a text editor of your choice (like Notepad++) and add l_spanish: at the top. You can then look at the english localization and for example copy the structure. you might notice it having a structure like this:

game_object: "In Game Name"

you need to replace all the text in quotation marks with a spanish version.
If you want you can add me on steam, should you want to create a translation, then i can add it to the main Mod!
purris 12 月 8 日 下午 8:08 
Hi Hitagi, I'm enjoying the mod, however, I usually play with the Spanish version and I was wondering if you could share the steps I need to follow to update the names of all the buildings you've included in this mod and translate them to the Spanish version.
Hitagi  [作者] 12 月 7 日 上午 3:09 
@PsychoSeeker yes
PsychoSeeker 12 月 7 日 上午 1:28 
will this work with the beta?
Hitagi  [作者] 12 月 6 日 下午 2:08 
@machotacoman256 i will have the livestock ranches in the next update. i am looking into buidings for 'luxury' farmables.

@umbaretz probably could have but now i will keep it like this, since i already made the advances
umbaretz 12 月 5 日 下午 2:13 
Great mod. Just in case, you could've made it save compatible by tying to existing advances, but you proably didn't cause it wouldn't seem balanced?
machotacoman256 12 月 3 日 上午 10:50 
Okay, a more in-depth comment:
Farm buildings for coffee, chillies, pepper, saffron, livestock, olives, and sheep, limited by climate.
All these things should be farmable anywhere with an appropriate climate and grazing land. For new world crops, perhaps have a limit that those crops need to have been successfully imported to the old world and vice versa.

Copses and Pollards: Generating lumber for an input of just tools. Prune the trees to stimulate re-growth, serving as a sustainable lumber source.

Finery Forge: iron + coal = steel, which can just be modeled as more iron output since steel works better than iron in tools and weapons. The vanilla iron production could be thought of as just wrought iron.

All of these should be buildable in towns and cities, since cities don't take up that much space on a map. For instance, there's tons of empty space between modern Madrid and Toledo today, full of farms, smaller towns, and workshops.
machotacoman256 12 月 3 日 上午 10:09 
Could you add livestock ranches that don't depend on the livestock RGO, because cows, chickens, pigs etc. should be farmable wherever they can eat and breed.
Hitagi  [作者] 12 月 3 日 上午 2:15 
@MrHrulgin I am continuously reexamining the balance of the buildings but there is no pop growth modifier on the Beekeepers Hut. maybe a different mod you are using? While the AI likes to spam a lot of my urban buildings i havent seen any major depopulation because of it, also the sewage system is intended to offset the penalties to disease resistance.

@Spulls Do you see the other building advances? because if you add the mod to an ongoing save the new advances will not appear. (This is a limitation on pdx side I cant do anything about it)
Spulls 12 月 2 日 下午 4:45 
The techs for increasing urban building slots isn't there for me, looking at the screenshot you implemented it seems to be culturally specific?
DatWeebComingInHot 12 月 1 日 上午 2:45 
There is definetely some overpowered buildings. The lack of tin in the America's is intentional as it is historical. But the tin mine produces so much it almost completely solves the issue. I'd argue for far less effectiveness for these buildings. They should not replace RGO's, but ought to supplement them. But for crops which are not a location specific resource, but a bioregion thing, I am glad to see this mod. No more maize shortages when it is literally my staple crop!
MrHrulgin 12 月 1 日 上午 1:05 
There's a few things I feel are really poorly balanced. The beeswax cottage's +.5% population growth is an exceptionally large bonus, given that it can easily match all other pop growth modifiers put together in the early game. The -3% disease resistance from urban infrastructure can, when stacked, depopulate major cities, and the AI will happily spam them all over the place. I like the idea of alternate ways of sourcing rarer resources, but the other modifiers and buildings could do with a reexamination.
2810267296 11 月 28 日 下午 3:08 
can you make it compatible with the metropolis?
Hitagi  [作者] 11 月 27 日 上午 12:46 
@Balmung I agree i already reduced masonry upkeep in the current version and I am probably reducing it again with the next update!
Balmung 11 月 26 日 下午 8:08 
Might I suggest that the masonry upkeep of the various urban infrastructure buildings is a little steep? Relatively few vanilla buildings require any masonry upkeep and granaries only use 0.2 masonry per level, while urban housing is 0.5 and sewers and infrastructure are 0.75, which is quite a lot
Agraza 11 月 25 日 下午 9:17 
i also think wood use in wood heavy areas is a bit too high. no one can really export it. and some nations did farm trees like in modern days.
Agraza 11 月 25 日 下午 9:15 
what is the wood needed for? perhaps some competitive PMs for alternative sources would also work?
silverknyaz 11 月 24 日 上午 4:57 
i don't see a building adding minor wood potential to the middle east as being any more or less "historically accurate" than any of your buildings. yes, i know it's supposed to be a wood desert. no ♥♥♥♥.

but the historical component the game ignores is the potential for sparse wood growth on the coasts, particularly in the levant or along the red sea.
Hitagi  [作者] 11 月 24 日 上午 2:11 
@Ж Taeryc Ж I dont want to add any compatability like that into the main mod files currently eu5 seems to not support conditionally loaded files but you could write a comp patch using the new INJECT:<obj_key> syntax that might look something like this:
INJECT:shallow_tin_mine = {
st_met = yes
st_meg = yes
}
Also gold panning is something i might consider, but i have no good ideas for a condition since most river are not panable and i dont want to manually place deposits.

@silverknyaz i havent played a campain in the middle east yet so i dont know what the situation is like, but wood being limited there is historically accurate i will look over some of my buildings and where reasonable include production methods using no/less lumber

@Kitzi i will look into that
Klonter77 von Planet77 11 月 23 日 下午 9:27 
nice mod, i wish you would add another mods to building more building, bigger cities and more
Kitzi 11 月 23 日 下午 8:07 
Salt mine would be helpful for none sea landlocked locations.
silverknyaz 11 月 23 日 下午 7:45 
it'd be nice to have some source of wood from coastal palm trees in the middle east/other deserts
Ж Taeryc Ж 11 月 23 日 下午 4:30 
Also something something gold panning?
Ж Taeryc Ж 11 月 23 日 下午 4:27 
@Kitzi sure but that applies to other things in this mod - big sections of the world dont have volcanoes and large areas have no clay RGO's, so no cinnabar extractors or potash. But! I agree it may be worth re-evaluating.

@Watterzoid Yeah they sure do.

Also for the mod author, please can you add compatibility for the metropolis/megacity mod?

All it requires it s adding

st_met = yes
st_meg = yes

like town = yes

To the buildings files. This might require something separate but it would save me having to redo it with updates. I really enjoy your mod!
Watterzold 11 月 23 日 下午 4:02 
are the buildings automatically built if i have the automation for constructing new buildings?
Kitzi 11 月 22 日 上午 9:21 
Bogiron would only work if you have swamp climate, leaving you sol if you dont own one
Ж Taeryc Ж 11 月 22 日 上午 9:04 
Bog Iron Smelters kind of already fill that niche
The Renegade 11 月 22 日 上午 7:43 
@Hitagi Great to hear! Perhaps a shallow mine type building for iron as well?
Hitagi  [作者] 11 月 22 日 上午 1:38 
@PhantomZoneG PZG Im working on a copper mine for the next update.
@The Renegade i will look into a building like that but afaik you can make liquor from other things like wheat or rice.
@johnyoga yes although there are restrictions on old world / new world crops currently those will only be available outside their respective regions with the columbian exchange.
johnyoga 11 月 22 日 上午 1:19 
Are these Buildings allowed anywhere in the world, as long as they meet the environment requirements?
The Renegade 11 月 21 日 下午 7:58 
Thank you for the mod. If you're accepting suggestions, add a building to produce sugar (maybe from honey?). Cahokia desperately needs liquor for exploration.
PhantomZoneG PZG 11 月 21 日 上午 11:59 
Can you please add a Mine or something like that for copper?
whtjdwl123 11 月 20 日 下午 5:56 
korean plz..
Jalleo 11 月 20 日 下午 12:39 
Can you add a production method for sturdy grain and wheat from the farming village? (Or other suitable variant depending on continent and age etc etc)
牛奶大魔王 11 月 20 日 上午 8:19 
Greetings! A good mod! I want more Chinese players to use it, so I have translated it inside EU5 Mod Chinese Collection
Would u make a line in the description?

Here's my Chinese translation:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599706198