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No, but you can use the game in Spanish and the things belonging to the mod will be in English
Because Morocco, Oman, and Mascara were such lovely deserts in the 19th century but not exactly the kind of places where you’d expect to find national private bank
?
You are playing a country with 2 states, because what you are saying never happens
No in my game
For Standard Oil, the mod is supposed to replace the vanilla version, but it currently works in a very unpredictable way. This will be fixed after the game’s V1.10 update, which will introduce new modding features that should prevent this kind of issue.
Regarding the spawning of companies like Pennsylvania Railroad, the mod forces these companies to appear on their historical founding dates, but normally this should only apply to the AI. So I’ll look into it. And if you exceed your company limit, lower the base rate.
I found out because the mod forcibly adds Companies into my Company slots, the second time it happened it pushed me over the Company limit. The first time it happened Pennsylvania Railroad was added to the Company Slots.
It depends on many factors; if there is a regional crisis, local economies can all trigger a crisis, which is often the case in the Zollverein: if Prussia enters a crisis, all the countries of the union enter a crisis.
However, in the real world, I believe commercial bonds from poor countries should be even less valuable in developed countries and would not generate such high returns. Additionally, during trade, the fleet is sometimes not consumed, and I’m still not sure if this is due to the mod.
I've been playing on a virtual machine lately (Vicky performance is impeccable that way), but I can't edit the local files there.
FIX TO ARTILLERY ISSUE from Kollo:
A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.
Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
So if anyone has the same problem:
The building files on the mod said: "building_group = bg_artillery_foundaries" and it should be "building_group = bg_artillery_foundries"
But it seems to completely delete the "artillery Foundry" building. The is no one in all the world. So all armies have no organization.
I tried running the game only with this mod, so I am certain this is the mod with the issue.
As for balance, it's not bad but, AI's acceptance for stockpile access is way too high. Making it harder to access stockpile (and give access to yours) would make playing as developed nations much more challenging. Also, I'd restrict stockpile access to ability to do good transfer treaties, so if I'm Switzerland I should not be able to access lucrative stockpiles like Russia's.
It was a long time ago and there is no bug on the central bank levels
I don't know what you call a bug, the central bank capped lvl is at 5000lvl which corresponds to 5B of GDP
I have a question btw. Are central bank level cap bug and similar bugs got fixed?
I've played with this mod enough and seen people write message like you to say that you're right. Indeed, when you play with a large nation that already has a well-established currency at the start of the game and if you know how to manage your economy and finances well, then you can quickly dominate.
But I invite you to play with Serbia, Colombia, Persia, Morocco, Egypt, ... 95% of countries that do not have a bank at the start of the game have an already established currency to see that "the cheat" as you say turns into an unplayable challenge
A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.
Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
I wonder why my Shanghai Stock Exchange can never recruit people, but the AI stock exchange can?
Stock exchanges are buildings that can be bought by any company in the field, so no, if you want to take control of them you have to nationalize them.
no
what are you talking about
because it was a foreign company and Stock Exchanges never disappear when they are historical
Yes!