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We'll fix that in the next update :)
@IronPrats with the new patch now the specialization in TGR is even better, you can try yourself, you will not be disappointed :)
@alqamar.alaswad yes, you can play with MR and TGR together :)
I absolutely love what you are trying to do (ideas seem fantastic), but I really love Morgenröte's additions to the game.
No, you can continue to play with your existing savegame.
Just to let you know, during these days i'll probably make further updates.
You can still play with your existing save, but if you want have some of the upcoming features (like obsessions) you'll need to start a new game
The structure is as per vanilla, this mod just add some extra companies at the start of the game
@Mycelia - Esactly, unfortunately i'm busy in these days, but i'm trying to collect the needed screenshot, so i can update the images :)
@Darth Ginny - Yes, i removed and reworked the system :)
Mmm that file is unlocking some technologies at the start of the game, but seems strange that cause the error.
from what i understood the mod doesn't create the urban centers.
I'll try to give a look into Grey's Urban Synergy Unleashed, to understand what is the problem
I'm not sure i understood.
Are you saying that at the start of the game there is a shortage of hardwood?
To be honest, it was intended. I changed the PM to balance the export of steel instead of the local consumption, but different players didn't like it.
Now it is like in vanilla.
For the balance i'll study a different solution. Thanks for the feedback! i appreciate you like the mod!
I created a smooth version for the companies, ant this should remove the incompatibility.
This weekend i'll update the mod :)
Thanks for the tip.
Honestly i tried in a previous version to keep only the variable that i changed, but i notice that doing so i lost all the other variable in Vanilla when i launched the game.
i think because all these variable are inside the command "base_values = { }"
So when i segregate only the modifiers i need, the game overwrite the vanilla ones with these.
For this i keeped all the Vanilla modifiers.
I don't know how to solve this honestly.
i really hope that in future PDX add a lot of more flavor, because the game really need it.
So, enjoy your gameplay! :D
Maybe I will try Ottoman Empire or USA. :D
Enjoy your game?
PS. which is your favourite Nation to play?
Imagine you have great relationship with a nation which you export/import tons of goods. Your economy is making a lot of money from tariffs and from prosperity from the market.
But then that country declare war to your ally... what will you do? will you join your ally to honor the pact, but you will great damage your economy? or you will betray your ally to avoid this?
you see? THIS is the final goal of this mod, create a system which even the choose of the trade partner is important, and this will influence your geopolitical choices :)
the reason is simple but very efficient: having a company at the start of the game will allow every country to specialize to produce specific types of goods in long term.
This produce 2 important effect:
-All the economies will be different from eachother already from the start of the game (In vanilla instead even after setting up some companies, at the end of the game, every country has the same economy)
-when you set your long term strategy, you will know which country will be your supplier for any specific good, because you know that that country statistically will produce more goods related to that specific company and in the other way around, you will know to which country you can export more goods.
Furthermore, this is dynamic, because of the law of demand/offer, so this make the game more interesting :)
Yes i reworked a bit the trade, now should be more balanced, but anyway keep the improvement.
This is a major feature, so i'll keep an eye on this to continue to balance better i can.
As i told you now the trade will be definitively faster, and the quantity of convoys that every country will use is really huge.
This was necessary to avoid to block the Nations to use the construction sector to build only ports and ports.
Furthermore, this is made so also to avoid to make the countries to spend tons of money on the ports itself, because without it would be really unbalanced.
The reason is that now, having the trade improved, the production method for convoys must be balanced, or you would need to build hundred and hundred of ports levels (which is not even possible, being a limit based per technology level).
https://steamcommunity.com/sharedfiles/filedetails/?id=2880069248
i think the reason is because changing law, the building changes the pops that works there.
I never experienced this issue, but now i try to make some test. Thanks to pointed out.
So at the end the trade get fixed, or the trade route didn't come back on the previous levels?
Let me know please, if there is a continuous problem with that, i must look the code.
Using this mod in my playset I came across this strange behaviour:
When I enacted Free Trade my main Trade Centers got all removed and only the Trade Centers in my colonies remained.
The remaining Trade Centers were unable to employ staff and so all my trade routes lost size and profitability.
This was the only mod that implemented changes to trade.
Can you think of anything that might cause this behaviour?
Thank you!