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In this mod, you will find yourself spending more points than base game so you will need a little more points. It is difficult to avoid a -1 as luck comes into play. But it is avoidable if you change over to a republic.
This mos looks very interesting! :D I hope in new major updates! :)
From the revolutionary period to modern day, there is a chance of emigration depending on the conditions of your country.
And in both cases, another country will get immigrants from your country with various chances.
Here are some examples:
Year - 1571, France is being sieged by Austria; France has 7 war exhaustion. In about 5 months, France loses 7 development from a larger province (City) let's say 15 dev, which becomes a size of 8 dev. France will not have any more emigration happen for about a year.
In about 1 week, French immigrants arrive in 13 Colonies in bigger dev province of say 11 dev. This makes that provence go to 18 dev and because its so big there is a chance of the culture and religion of the immigrants moving too. That province changes religion from protestant to catholic and the culture changces from English to French.
Year - 1804, Russia has corruption of 0.1 per year, stability of 0, there is at least 1 country 5 techs ahead of Russia, Russia has 1 unrest, Russia has 11 inflation, and Russia is at peace. Russia would have emigration occur in about 6 years. Let's say a province of about 7 dev lost 5 dev and is now 2 development. These immigrants then travel in about 7 days to say England in a province of say 5 dev and get the 5 dev immigrants which may also change the culture to Russian and the religion to Orthodox.
Hope these examples help a little!
One question, where I can see the world's largest city rank?
Yes, you have to keep it for some time. Below are more detailed information and examples. I hope this helps you better:
Stage 1 - Growing Center of Trade
Province has estate Burghers, is a core, is a state, is not occupied, and has no current disasters. Country is not at war, has 75£adm£, 50£dip£, 50£mil£, 350¤, and has no more than 5 total existing Growing Center of Trade, Inland Center of Trade, Center of Trade, or Natural Harbor.
Stage 2 - Growing Center of Trade
Province has estate Burghers, is a core, is a state, is a Growing Center of Trade, is not occupied, and has no current disasters. Country is not at war, has 100£adm£, 75£dip£, 50£mil£, 600¤, and has no more than 5 total existing Growing Center of Trade, Inland Center of Trade, Center of Trade, or Natural Harbor.
Stage 3 - Growing Center of Trade
Province has estate Burghers, is a core, is a state, is a Growing Center of Trade, is not occupied, and has no current disasters. Country is not at war, has 125£adm£, 75£dip£, 50£mil£, 875¤, and has no more than 5 total existing Growing Center of Trade, Inland Center of Trade, Center of Trade, or Natural Harbor.
Stage 4 - Cneter of Trade or Inland Center of Trade
Province has estate Burghers, is a core, is a state, is a Growing Center of Trade, is not occupied, and has no current disasters. Country is not at war and has no more than 3 total existing Inland Center of Trade, Center of Trade, or Natural Harbor.
Have the Burgher Campaign Settings "On"
Have the DLC "Common Sense"
Have the DLC "The Cossacks"
Province is not overseas
Province is not already an Important Natural Harbor, Center of Trade, or Inland Center of Trade
If these conditions are met and maintained for roughly 4 years, you should get "Stage 1 - Growing Center of Trade".
If these conditions are met and maintained for roughly 8 years, you should get "Stage 2 - Growing Center of Trade".
If these conditions are met and maintained for roughly 12 years, you should get "Stage 3 - Growing Center of Trade".
If these conditions are met and maintained for roughly 16 years, you should get "
Stage 4 - Cneter of Trade or Inland Center of Trade".
Here are some examples that may stop the event:
1) You reach the conditions and after 1 month, spend the 600 ducats - event will not fire until you get the money back and wait out the time.
2) You reach the conditions and after 1 year, decide to start a war - event will not fire until you make peace and wait out the time.
3) You reached the conditions got to a Stage 2 - Growing Center of Trade, start a war, conquer new land that has an Inland Center of Trade, and now you have 6 total existing Growing Center of Trade, Inland Center of Trade, Center of Trade, or Natural Harbor - event will not fire until you give away one of those provinces with the modifiers and wait out the time.
A lot of players have asked that one. I am currently working on it based of an idea another player gave me where you would go to trade map mode and be able to see them.
For now, whenever the province develops, you can see it in trade map mode as a "Center of Trade" picture.
Not by "Urban Area"
Not by "Metropolitan Area"
Not by "Conurbation"
Not by "Agglomerations"
Not by "Megalopolis"
Just simply by City.
For those that do not actually know what a city is, maybe this will help:
World Urbanization Prospects, a UN publication, defines population of a city proper as "the population living within the administrative boundaries of a city or controlled directly from the city by a single authority." UNICEF defines city proper as "the population living within the administrative boundaries of a city, e.g., Washington, D.C.". A city proper is a locality defined according to legal or political boundaries and an administratively recognized urban status that is usually characterized by some form of local government. Cities proper and their boundaries and population data may not include suburbs.
How this fits in the game is simple, whatever provincial administrative boundaries the city falls in will in turn be the unique province in the game that will provide benefits due to hosting a large city within its boundaries.
The mod’s primary goal is not to necessarily alter a PC’s performance rather alter mechanics in game play. However, the game takes up resources on the computer running it. There is a relationship between how much of everything exists in the world and resources utilized on the PC as well as processing. Because of how much has been scaled back with the mod, there is less of everything in a 1444 game start so the game should run much better. This will, of course, change with time as the world develops. But the game should be playable much father in years before it runs into serious performance issues.
You can see the World's Largest Cities in the Encyclopedia under the decisions tab. In the next update, I will mark them on the map.
Over time in the years, you will gain administrative efficiency, which in some cases, will make coring cost 0 admin. This depends on your strategy on ideas, etc. But these modifiers are combined and are late game 1750 onward.
"Develop a Major City"
- Any Core Province is 240 Development
"Colonial Trading Empire"
- Trade Share => 51% in Chesapeake Bay
- Trade Share => 51% in Ohio
- Trade Share => 51% in Gulf of St Lawrence
- Trade Share => 51% in Craibbean
- Trade Share => 51% in Brazil
- Trade Share => 51% in Rio de La Plata
- Trade Share => 51% in Mississippi
- Trade Share => 51% in Mexico
- Trade Share => 51% in Panama
- Trade Share => 51% in Peru
"Colonial Gold Empire"
- Own and/or have subject own a total of 20 gold provinces in North or South America
"Conquest of No. 1 World Great Power Capital"
- Conquer the #1 world power capital
"Ottoman Conquest of Wien"
- Conquer Wien as Ottomans
"Conquest of the World's Largest Cities"
- Conquer 15 World's Largest Cities
"Form the HRE"
- Form the HRE as any HRE member state
"Conquest of No. 6 & No. 7 World Great Power Capital"
- As #1 World Great Power, conquer capitals of #6 & #7 world great powers
"Conquest of Institution Birthplaces"
- Conquer 5 institution birthplaces