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Personally, I think trade_access worked differently when they implemented Trade Companies, and when trade_access changed, they forgot to update Trade Companies. Why even let the player build a TCHQ otherwise? If you're trying to build one you almost certainly have your own market anyway. With vanilla behavior you can only build TCHQ's in your own colonies unless you're a small boi who doesn't even have a market.
I created a new diplomatic relation called "Trade Company Rights" to try and model the devs intention of requiring some kind of diplomatic agreement. I believe it also helps to give countries a means to stop letting you exploit their resources if you piss them off enough. I pretty much just copied "fleet_basing_rights" scripted_relation and renamed everything.
I was working on it so that if a TC's overlord has Trade Company Rights, that TC will be allowed to build in the target country, and their subjects, so you wouldn't need to worry about the TC requesting diplomacy. It also means that if the overlord gets on bad terms with the target country the TC suffers as well, which--to my limited knowledge--models history a little better.
I was also considering adding a new peace term to "Enforce Trade Company Rights". My vision was that something like the Anglo-Mughal war could evolve if the a country canceled trade company rights, and a foreign power could militarily force them back, but I still haven't gotten to looking into a peace term yet.
My solution was to just disable the ability to release a TC outright. In my mod the ONLY way to gain a TC subject is to construct a TCHQ. This also prevents a single country from having more than one TC in any region as you can't construct more than one TCHQ in a single region. I chose to do that as it was the behavior in EU4, it meant less work for the initial release, and it seems like the trade companies will struggle to be profitable already, dividing up their trade posts seems like they'll be even more neutered.
I have a fix working for that I plan to upload soon once I figure out some more about the GUI. I was making that a separate mod as it applies to more situations than just the trade company.
I create my own version of each foreign building that uses my own pop type that only exists for the purpose of circumventing this check. I created a new pop type called temp, and I redefined each foreign building to use this temp pop. Now, when the game checks for any existing pop types when I try to construct a foreign building it will NEVER find any because this pop ONLY exists during the construction of these buildings. Once the building is completed, I replace it with the standard building type, and delete the temporary pops. I use the `on_construction` trigger in `building_types` to facilitate this.
It works, but the problem is now the production menu shows two of EVERY foreign building. Tomorrow I will be spending the day reading through GUI files trying to understand their bizarre incantations to see if there is a way to hide duplicate buildings, and manipulate the counters so when the user clicks the regular permanent building icon it opens a view for them to construct the temporary buildings.
I hope that makes sense. I'm getting tired, and its all very confusing.
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Anyway, thanks for making such a thorough write up on your journey. We had *very* similar experiences xD. I @'d you in EU5 community discord as well.