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Having any urban centre gives you +2, then you get 1 per 10 levels.
People like living in cities, and *to a degree*, a trade centre is an attractive place to be.
At a certain point though, a city that is disproportionately reliant on trade becomes less desirable as a place to live.
In case it isn't:
level_scaled isn't affected by throughput, but workforce_scaled is, so if you do
level_scaled = { state_migration_pull_add = 0.1 }
workforce_scaled = { state_migration_pull_add = -0.1 }
After just a few levels and a company with trade center rights -> the migration attraction turns negative. In an industrial city it can turn really negative.
i know how it works, i've snooped around your code and made some changes which i recommended in my previous post so that i could build literally anything in a meaningful amount of time in those certain states which are heavily urbanized.
I need you to understand though, this penalty isn't "on top" of anything.
Each UC gives +1% construction efficiency as a base, each *fully employed* give -1%.
The penalty comes about purely and exclusively from the throughput bonus of the urban centres, because the throughput bonus affects the -1% but not the +1%.
I can't reduce the malus at all without causing smaller UC's to give a construction bonus instead, even when fully employed.
The efficiency malus is *entirely* a product of the degree of success, it's *exactly* proportional to it.
I suggest that a player should maybe learn not to put all their company HQ's all in the same state...
Or perhaps, you are using some mods that are not interacting very well here?
Apologies for my earlier comment, as it appears I was wrong about Urban Synergy Unleashed being the cause of the IGs spawning in, as it happened in my latest game with the mod disabled. Thank you for the quick response, though!
- Updated for all 1.9.6 changes
- Public Green output and employment rebalanced
- Issues with inland trade centres in river provinces fixed
- Trade Centre pm management improved
@man
Yes, at a certain point urbanism slows further urbanism due to the constraints of building in a heavily utilised urban centre.
@624932690
The birth rate bonus only comes from *unoccupied* arable land. Qing is just like that.
(Also, Qing's historical challenge in this era was mass unemployment, so appropriate.)
@Cinders_
Basically, yes.
@Nixon Now
Absolutely no idea, nothing this mod touches should have anything to do with that. I suggest BPM is piggybacking off something not-very-robust in vanilla that they shouldn't be.
This means that in urbanised states with 100+ UCs it can take near a hundred weeks to build stuff like power plants and is very dampening for tall gameplay with a limited amount of states.
I am looking into a solution to do things without causing this extreme negative.
Something with this mod in particular is causing Subsistence Rice Paddies to make a state's Max Infra from Population to go negative.
You are correct that it advantages the USA some, but it works well for the rest of the world and it helps global population get to about the right point - which was the first priority.
I'm looking into alternative ways to do this, and to fix the issue with this boosting the USA - if I find a way that works, the bonus will be removed from this mod.
- Ports throughput bonus to urban centres is now workforce based
- Both Ports provide an unscaled +10% to urban centres (cities on a river and a coast stack)
- Ports provide some immigration attraction
- Port transport and logistics outputs reduced
- Power grids key off hydropower now
- UC's give workforce scaled throughput bonuses to power grids from arcades and streetlighting
- Power grids give workforce scaled throughput bonuses to power plants (1% to thermal, 2% to hydro)
- Power grid workforce requirements reduced
- Public Greens give a level scaled throughput bonus to UC's off of Seasonal Festival
- PG input resources rebalanced to favour paper more
- UC's current bonus to PG's now scales from 1%->2% as you progress through the base PM's
- UC scaling migration attraction reduced
- Urbanization from company HQ's reduced
- Gov admin workforce requirements from secondary PM's reduced
- Owner building PM's for all government types aligned
I don't mind if you can't fix it/make a compatch/whatever, but would you be able to know what files I would need to edit to remove the birthrate boost?
If I get a chance I’ll put out a separate beta compatible version.
This sort of thing should be expected when using mods that substantially alter the economics. I have ensured that the AI can handle it.
Is this intended?
@Jeff.Mathis.24 I have updated the description. I will not be making a compatibility patch with E&F unless someone wants to pay me for it, but I will list it on here if someone makes it.
@iamcarles This was adjusted in the last update <24 hours ago.
- Default AI strategy updated for 1.9.4
- Public Greens max level now limited by size of the urban centre
- Port profitability rebalanced
- Rail, & Government buildings rebalanced to use fewer people
- Railways now consume merchant marine for higher logistics pm's
- Urban Centers provide migration attraction (people want to live in cities)
- Fixed missing localisations and updated some translations