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And also, sad thing is that in EU4 u can have only 1 army type at one time. I would love to see how can looks battles with mixed types of cavalery, mixed types of infantry with different statistics.
That brings me aditional problem. Why every unit has same price for start and maintain? In some cases soldiers would like standard of payment and privillages, and in some situations it was like they had no choice but to fight without any payment, or even wanted that. Ofc training, food and items costs but its too simplified.
I'd make the same comment about navys, as If I remember correctly the chinese had a rather large merchant fleet in the 15th century.
Its 6:45AM my time and I ticked that I deleted about half of my post so Ill just say I love what you've doon so-far and ill return at a later date.
I think that merchant ships should be cheaper and have less defences ehile galleys and heavy ships a bit more expensive but that nations should get a higher force limit ( it always bothered me that England only had 34 ships)
2.2 Alliances.
So this ties in with force limit, from my observations it appears that the "army strength" alliance modifier is affected by one of two things. Either a. (nation 1) army strength has % of total force limit or b. (nation 1) has () amount of troops compared to (nation 2) which has () amount of troops, so it would appear that either the system is working correctly and I've just noticed it more with your mod enabled or perhaps (and yes I realize I sound like a broken record here) the force limit of nations need lowered a bit.
2. Force limit / Aliences So this is where my knowledge (or lack thereof) of game systems and design will probably show it's-self the most.
2.1 Force limit.
All I can say right now is that it's too high and from my understanding this affects the size and strength of the rebels. However, It also NEEDS to be high so that when nations go to war they actually raise an army. Now I'm not the kind of man who likes to bitch about a problem without at least trying to present a solution, And after thinking about it, I've come up with what I 'THINK' might be a solution. ( Insert bit about lack of coding knowledge here )
So my solution is this, I would add an effect to every nation that has a 50-75% reduction to force limit with the condition that it only take effect when the nation is at peace.
If that wouldn't work, then perhaps just adding a static -75% reduction in force limit and have war taxes act as a counter and increase force limit by 75% and balance out the previous modifier.
1.2 Empire rank. So it's my opinion that empire rank should if it's possible, include a unit maintenance cost modifier, So duchy nations pay 100% kingdoms get a 10% discount and empires get a 15-20%. I feel that this would better reflect the situation of each nation, A nation the size of France is going to have a much easier time finding and maintaining troops than some german OPM
1.3 Army focus. This is probably the most arguable point I'm going to make but I think that having a system (perhaps in policys?) that allows you to choose an army focus would be neat and add a bit more of a unique flair to the mod.
1. Unit cost
1.1 base income. so this is simple I don't think that the base income of a nation should be lower then the cost to maintain one unit, (so 1.66 at the start) If I remember correctly back around the time of common sense paradox made it so that the base income of a nation was 1 ducet a month and that allowed even OPM nations to maintain a proper army without dropping maintanance and getting steamrolled by players declaring war and attacking in the same month, my suggestion to you would be the same raise the base income of all nations to between 1.5 and 2 ducets so that OPM nations(particularly those in the HRE) will maintain at least one unit.
Okay, lets get this started.
So I started playing with your mod roughly 2 weeks ago and have been using it exclusively since, here are my observations and suggestions.
I'm going to outline the problems that I see and attempt to provide a solution (be warned that my knowledge of how the game is programmed is programed and what is and isn't possible is very limited.) {I'd also warn you that my suggestions will most likely overlap or have a common solution}
I should also say that I'm operating under the assumption that you seek to make the game both more enjoyable while also a more realistic experience.
Considering that it's not compatible with Extended Timeline, I guess it's not either with 1356 - Extended Timeline mod (which is more accurate than vanilla and a nice expansion with the Hundred Years War by the way) ?
Eventhough it does start the game only a century before, it still needs to add 2 or 3 techs for early timeline
Cons/Notes for the Developer
-The Mil Tech doesnt reduce the cost of supporting an army by enough. It was still cheaper to build Mercenaries.
-Manpower is no long an important aspect of the game. I recommend reducing manpower by like 50% or even 75%
-War Taxes needs to be increase war exhaustion a lot more. Its currently does little.
Pros
-Few battles but importance of winning increased
-Seiges were quicker
-AI is quicker to want to end a war it is losing
-Harder to stack wipe an army.
-25% casualties was the worst battle the AI suffered. And I had Prussian space Marines
I highly recommend this mod if you want a more realistic game play.