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https://steamcommunity.com/sharedfiles/filedetails/?id=2867811790
Also, Victoria 3 is coming up in a month!
I'm thinking to leave this one for the older version, and upload the latest version of the mod to a new page.
It's OK to upload comparability mods. Just make a reference to me and this page plz.
Compatible with 1.32
Thank you! Great mod!
Yes! Your dev cost reduction makes your POPs grow faster.
If you have dev cost penalties, it would slow down the growth likewise.
@Syayan
Does development have any purpose with this mod.
I refer to economic ideas still have development -20%.
Give us your feedback plz!
https://discord.gg/eF8uMQXZ
Of course, you’ll be added as co-creators of this page if you may participate in coding stuffs for us.
I’ve added many features over time, and I believe now is the time to re-arrange them and give a fresh start. Feel free to join the discord from the link:
https://discord.gg/eF8uMQXZ
okay, thank you.
maybe Paradox sets a range for the factor?(like 0-50) Because I don't see a factor which is above 10 in vanilla codes.
Please see the Line version on the description, if it is not compatible with the mod you wanna play!
Thank you for your feedback.
If the code working properly (and if I understand it correctly), AI should build Food Depots over Roads when they have more than 3% devastation....
Idk why the AIs would prioritize the road...
I need some experiment, it seems.
not just MING, ai TUNIS builds Roads in almost every cities but doesn't build even one Food Depot when the devastation in many cities is very high.
Thank you for your reply!
I have observed for almost 30 years, and I find that ai MING doesn't build Food Depot even the devastation is above 50%, therefore, the mandate remains 0 when ai plays MING.
And I have checked the code in this mode, it says about the Food Depot:
ai_will_do = {
factor = 1
modifier = {
factor = 100
devastation = 3
}
}
it says also about the Road:
ai_will_do = {
factor = 50
}
and actually ai has build several Roads although there are some cities whose devastation is above 3%.
Is this reasonable?
There is also many ways to decrease the devastation growth in this mod. Namely, Food Depot building, Estate Privilege to Farmers, a diplomatic action to import food supplies, and so on.
Thank you for your feedback. The mod actually gives the Celestial Empire the bonus of global devastation decay.
But if the amount is not comfortable enough to play as Ming, I can increase the amount of the modifier.
In this mod, development will increase the devastation, while only manpower can reduce it, therefore, devastation will increase in many cities.
This problem is severe in MING, and the mandate will decrease rapidly because of the high devastation, could you plz solve this problem?
The lite version contains only events that dictation dev dynamics and goods produce according to your trade condition.
Other features would most likely cause incompatibility with other mods.
Check the link under the Q&A of the description.
It does not crash the game with the latest patch for me.
Plz make sure you do not run the game with other content-changing mods.