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Rapporter et oversættelsesproblem






@George Soros Gaming
I have not considered that, but its a good idea aswell, i am not 100% happy with pop cap yet. Its a really powerful tool to make this all work well, if we picture
Population Capacity <=> Housing
Ive played multiple games to 1836, (netherlands, brandenburg -> prussia -> germany) Can you explain how to even get potatoes? Are they part of the columbian exchange?
Does anyone understand this better? Because im worried that there is a reason all buildings in vanilla cost 50 gold (rgo/production).
Annother thing im trying out (as was also suggested) is to reduce food max price, because there can be situations (especially for ais with multiple markets), where they just buy a lot of food because they can afford it, but stall their building spending by it. Ai seems to be performing much better with lower food prices.
Lastly i think pop cap is too high in some parts, especially for undeveloped places (no buildings and low dev). I would prefer if they hit the softcap earlier, making buildings and developing the places more valuable. In the same vein i am looking at reducing the max rgo levels from pop.
Creating a single large city location is possible, but also very dangerous, you need to actually have deeper pockets then the other guys that buy food, ais wont run themselves into debt to buy food, so you can use that if youd like. Allowing you to urbanize faster, but it is risky.
I know the easiest way would be to increase food production, but with current prices I had very little chance to do anything in this regard.
Perhaps the solution could be slashing both prices and per building production? This way it would still take take the same amount of money to get the same increase in food production, but would give smaller states a chance to gradually increase their own output over time.
Wars, especially in europe absolutely devastate regions the devastation, the food prod reduction from levies all of this compounds massively.
Average growth is very FAR away from 1,3% globally, you can trust me on this one.
And just as an idea, increase the lowest food price, that not every nation can feed their pops with it.
It feels like the building cost increase and this bonus is too much. I'd have to build multiple, now very expensive buildings, in a general area, or I build a single on in a relevant province and it stiates much of my kingdom...
Feels like the gap here is too large, perhaps like a 20% bonus to production and decrease in base build cost?
May just edit the mod fo rmy personal use, but was curious on others thoughts/experiences.
I think we need to slow down population growth. I also think we need to make all buildings more expensive. Add a province capacity bonus to irrigation structures and make them much more expensive.
And we need tools to slow growth when a province is close to capacity, other than artificial famine.
But you've achieved the most important thing: now the AI doesn't spam cities
Also i agree plagues/illnesses are not harsh enough this is because they are still Bugged from paradox side, afaik. I wont change these (maybe there are other mods that do this) until they figured them out themselves.
Currently its:
- Food storage -> growth is slightly inintuitive and can lead to unhistoric growth patterns
- Black death recovery is too fast
What i couldnt (from my side) verify are:
- Crashes from farming village (these stopped since i the fix that came out > week ago)
- And ai non sensically overbuilding granaries, i do see ai spamming granaries in some provinces (like one location minors that are big cities) which dont produce food, but that i would say is expected behaviour, because these provinces will have much larger food swings in their storage from winter, the ai increases max food storage to reduce the swings. What i do not like is how that affects growth, i might have to see if i can cap that value at lower than 120 months.
Still one annoying thing persists i havent found a good solution for, and that is recovery after the black death. Its just too fast. I will try to tackle this in the next couple of days and see what we can cook up.
I've been thinking a bit about how you use the pop cap and have lowered it provide a soft cap that can help contain growth. Is there anything in the game that would allow you to have mulitple pop caps effectively allowing you to tune the maluses with more granularity?
I will take a look at your link, thanks.
To your question, you should be able to mod buildings in a similar way i did in that file, but be SUPER careful, because swapping out buildings/production methods (as discussed before) will break your savegame, at least thats my current information.
1 yr storage = 0.25%
1.5 yr = 0.351%
2 yr = 0.423%
3 yr = 0.525%
4 yr = 0.597%
10 yr = 0.83%
This is just a quick model and I think i'd probably adjust it to be slightly higher in either the baseline growth or the modified by storage growth if I were to try to actually implement this. But the point of this model is to demonstrate how the population growth rate should actually increase rather a direct 1:1 correlation between food per person and growth rate.
Just defining variables:
b: baseline birth rate
d: baseline death rate
c: food need per person per year
F: food currently stored
P: population
S: food stored, relative to consumption
K: Adjustable nob for how we want the surplus to affect the growth rate
in our model S = F/c*P, so if S=1, thats 1 year food storage, if S>1 then we have a surplus of yearly food consumed.
When we have surplus we will want a boost in our growth, I model this as g where
g(s) = 1 + k ln(s)
This leaves us with net effective growth rate modeled by x = (b-d)*g(s)
or alternative written x = (b-d)*(1 + k ln(F/c*P) )
individual families have limitations to the amount of kids they can have, as theres only so many that they can pop out that actually live to adulthood. as a crude example, lets say for instance a couple has 4 viable grown to adulthood kids by the time they are 30, this would give you a yearly growth rate of about 2.3%. You can read into the literature and you'll find that peasants actually really didn't often have more kids than this live to adulthood than this due to issues with infant mortality. so as an expectation there should be a soft cap close to this at which point you get diminishing returns in terms of percentage growth.
Try this mod, First imperssions - its cool but hope it will work on beta patch
Since this is the only screw we can turn for this behaviour and we have to keep in mind that winter should create natural swings in food storage it is quite the small edge we have to balance food storage behaviour. This is also why i changed the pop soft cap so much, because it is such an elegant way to stop the ai from doing crazy stuff in provinces where they decide to spam granaries. Im am very happy with that solution and it makes sense in world (described in faq).
We essentially need to balance the mod in a way that the ai sensically builds granaries for food security reasons (which it is programmed to use them for) but have this behaviour lead to population growth.
Granary cost changes, staffed buildings adding a little food storage and pop cap help a lot rounding this out.
Its still not perfect but we are getting much more historical behaviour. I also love that bohemia actually suffers from terrible food rgos and actually pays for upgrading all mine rgo's so quickly, taking peasants from the farms.
To you granary point. This is the screw we can tune concerning this ai behaviour directly.
"AI_PROVINCE_FOOD_STOCKPILE_UTILITY = 0.20 # utility for province food stockpile modifier, upper limit based on total province food consumption change"
How i understand this, is that if the ai sees swings of 20% of province food stockpile in a province in a month, it considers it for building granaries.
If not much has changed significantly from when I first posted, I apologize.
And a side note, its quite cathartic to watch Bohemia starve.
Double side note, AI England built 10 granaries in little Bedfordshire and now has 4% pop growth there. It's quite the sight. Perhaps granaries are too cheap for what they do given this mod?
Currently i am trying to use housing (pop cap) and food availability as these resources. Food production and housing are dependend on many other factors of course (satisfaction, prosperity, urbanization, farms, rgo etc etc etc.)