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In next Tech & Res update I'll remove tourism tech with its +1 company, but I'll also move from -1 to 0, from 0 to +1 etc... the companies added by development modifier.
In this way poorest countries should research just one tech, not two, to have one company slot.
Hi! That is a localization bug, you should also be at least a partially developed country.
Hi, the reason is that technology modifiers simply can't be activated or deactivated via rules. However, with the rule disabled, events and decisions should never appear.
To resolve this in future updates, when someone discover decolonization and the rule is disabled, they'll be granted a modifier with -0.5 liberty desire to counterbalance the tech.
This won't be done for the penalty in transnational activism tech, since it's a slight 0.25 in late game.
Thanks for the fast answer. Now I know at least what to do.
The "-1 Company" stil is a very hard modifier. Escpecially with the new 1.9 game around companies. Perhaps "-1 Companie Charta" or something like that would also be an option?
Hi, the development modifiers are based on GDP per capita.
To advance to the second level, you need at least 0.65 GDP per capita.
To advance to the third level, where the -1 company is removed, you need at least 1.3 GDP per capita, which isn't that high unless you're starting from very poor countries like China or Africa.
But most importantly I don't know how to change it. SoL couldn't be the trigger because another Country has 8 SoL and I have 8,8 SoL and they are "Developing Country".
So how do I get rid of this modifier or how I can manage it?
Hi! If you are playing with this version, it's not needed. If you are playing with old legacy version, it is needed.
And to follow up, with further testing it actually appears that you can stack the infamy reduction modifier so much from the second option that things that would normally cost infamy now reduce it, which completely breaks the balance of the game.
Good to know, thank for the feedback!
There is already up to date portuguese translation in desc.
As right now you can just spam start diplomatic plays on a bunch of irrelevant countries that'll call the UN to amass a massive infamy discount and then declare the war you want on the guy who you want to actually fight.
Exactly, but Vic 3performance doesn't allow too many buildings without slowing the game. Not a good thing for a mod that goes beyond 1936. Some buildings and goods have already disappeared compared to the old version, and performance has improved, although not evident because now countries easily reach billions of GDP after 1970.
Anyway, thanks for the feedback. If I get more of them wanting aluminium being produced simultaneously with alloys, I might go back to how it was before in next version.
Hi! There are 2 reasons why I decided to unify alloys/aluminium and plastic/rubber:
1. Realism.
Unlike wood and hardwood, alloys and aluminum PMs have little to do with each other. It seems strange to produce aluminium while reducing alloys output.
2. Balance.
Aluminium and Alloy PMs are not trivial. If aluminium could be produced simultaneously, it would be difficult for me to balance output, productivity, employment, and scaling with automation at the same time. If PM balance doesn't match consumption, you would still find yourself micromanaging to disable aluminium production methods in some buildings. Having PMs that cannot be activated simultaneously allows for much more freedom in balancing the ratio of alloys to aluminium produced for the country.
It should create a truce, probably some scope was wrong and it gave the truce to the attacked country and not to the attacking country.
Can you check if the attacked country has any truce with you?
Yes, that is GDP per capita.
Thank you! The fact is that Ottoman Empire starts in the 1st demographic phase, where population, theoretically, increases and decreases. By the way, in the long run, you have a significant advantage.
Hi! No country is dying slowly for that modifier, which is useful to simulate pop growth after 1960. If their population is decreasing is just for unemployment or too low standard of living.
@nir lifhitz
Hi! Thank you for the feedback. I actually think I know what's causing it.
1. I gave the player a small bonus for demographics (the counter, if you're the player, applies -0.1 every year). I'll remove it in future patches, and in the early stages, it will actually become a penalty.
2. China, historically, burned up a lot of demographic potential with famine, poverty, and war during the first half of the 20th century. If controlled by the player, this doesn't happen.
To solve this, I could add an optional one-child policy law available only for China, or have the player always start from stage 2 if it's China.
Two questions:
1. in which demographic stage are you in 1960 as China?
2. How is your standard of living?
Yes, that is a localization error, you should have also at least partially developed modifier.
Hi! Try to resubscribe the mod, since I didn't have this problem on my already started simulations.
Hi! No specific load order required but you could put Tech & Res after BPM to be 100% sure.