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In the known issues you refer to the "Development cost modifier" reductions by admin tech, these are the 10% reduction given at techs 17, 23 and 27 ?
I've just started a campaign so I'm curious to see how it'll go. I was wondering if there was some adjustment to mana ? I saw an option allowing excess mana to convert into ducats, which seems logic since I guess both the player and AI will have more mana to spare without manual developpement. Are there other things, like a lower mana generation and / or increased mana costs in general, to compensate for the mana that won't be spent on developping ?
@Vaelyx uhh no, the development removal effect is in events/DVEL_events.txt at line 692
@constantinople should be fixed, set to 0.05
I'll do some tests with this mod to see how compatible it is
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers
Question however: I play with 2 other mods, Universalis expanded, and extended timelines from 1444 - 9999 (Presumably), i don't know if this mod works with those two mods, but it seems my devs is still just at 0 each months even if i have way above 900 adm / dip / mil points. I don't know when this is supposed to tricker to develope the provinces?
@EmeraldPhoenix thank you, I pushed an update to slow things down a little bit lmk if you notice
@Riddick_DK that doesnt sound like my mod. Worst case scenario this mod broke it would reduce provinces to 0 dev, but they wouldn't be abandoned. You have a different broken mod
I would like to do a kobold game without the action tax of manual devving. No pressure, I would be very grateful if you could have a look at it.
Very interested in a fix.
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers\DVEL_event_modifiers.txt
and get rid of the mana maluses from "DVEL_no_manual_dev_#"
@Ckasaron selecting no manual development basically just makes mana harder to get as a way to balance the game. Since youre no longer spending mana on development, if you continued to get the same amount of mana everyone would tech up faster, stay at 3 stability, culture convert everything, etc. This includes reducing your base mana generation and increasing the price of advisors based on government rank, making you rely more heavily on your ruler stats.
I am asking because I am modding in a feature for personal play that makes building buildings the primary method of reducing dev cost and subsequently increasing development thanks to your mod. However, I have noticed that my provinces are not growing as fast as I'd like (1-2 points in the first 100 years), even though the costs to develop have been made really low. Would it solve the issue if I increased the weight of the event happening from once roughly every 20 years to 5-10? Or did I mess up that base cost of 50 somehow by editing other files?