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USA starts with Patchwork Governance
Theres probably some more things wrong here
0 population of Cuba.
Only mod: BPM (tested)
Country: United States
Time: Start of the game.
On top of that, the progress bars for "Threat of General Strike" and "Syndicalism" are also stuck at 0, making them impossible to finish. Is this because I switched to a Council Republic too early? I'm playing as France.
"[jomini_script_system.cpp:247]: Script system error!
Error: pop_neutral_fraction trigger [ Wrong scope for trigger: country, expected pop ]
Script location: common/script_values/bpm_ig_attraction_values.txt:123"
and then
"[gfx_dx11_swapchain.cpp:268]: D3D error: DeviceRemoveReason returned: The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application."
Does anyone know what the cause could be?
i assigned a prime minister as the UK at game start, he was instantly removed due to a vote of no confidence.... alright ... lets choose the otehr guy then i guess ? so i choose him, same thing happens to him within 3 months ... alright .... maybe the next guy ? stil lnope, i am now 17 prime ministers in, and im not even 2 years into the game, this CANNOT be intended ... so what the hell gives ? i thought your politics mod was supposed to expand it and make it better ? so far hating my experience with this mod, i wish it would at least tell me WHY its happening,
My one suggestion is that you do a pass on the content for the American Civil War. As it stands the confederacy seems to win their independence the majority of the time and I believe this is due to the war time election mechanics. In my experience playing the US, The Republicans have trouble winning the elections necessary to end the war in a union victory. It is incredibly frustrating to be winning decisively on the battlefield only to lose at the ballot box. In my humble opinion the confederacy winning should be a long shot for the AI and a formidable challenge for the player.
Keep up the great work. I look forward to seeing where this project goes in the future.
Also the fact that the Spingtime of the People just MURDERS the AI and the player for Existing
This similarly extends to the Landowners, who, as the feudal and semi-feudal classes of landlords, royals, and nobility, have a vested interest in conserving the situation at game start or rolling it back to once again empower their own class of people.
This mod almost preserves that fully but the implementation of ideological (Liberals, market libs, legitimist, etc) alongside the new class (Military Interest, Business Interest, etc) based interest groups makes it come off as rather erratic and inconsistent. Whereas instead of just removing the class based interest groups and accepting a liberal interpretation of history, or removing the ideological based ones and accepting a Marxist interpretation of history, it's an attempt to do both and it doesn't feel very coherent to use.
Lots of fun ideas in this mod, but very poor implementation and quality control. It's not a dig on the modder(s), it's just a fact of limited resources and time. I would love to see a hard look at the features this mod has and some reworks implemented based off that.
My journal for the true cosmopolitanism law is not progressing simply because I have one party in government which happens to be internationalist and another which is nationalist.
The progress should get weighed by amount of clout too rather than just the number of parties who believe in internationalism vs nationalism. A 2% Agrarian socialist party should not be able to hang up progress on adopting cosmoplitanism.
Here's mini-mod with the fixes:
https://www.sendspace.com/file/blsrem
https://pastebin.com/H7uVg2cg
Untested!