Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
About 1356 I'm not sure, most likely it's incompatible as well. If the mod changes building or ideas in any way it would be incompatible.
how this mod work with LUX or 1356?
10 idea slots is what ppl requested early on, initially I was against it, but it definitely made the game more balanced. With 8 just like u said, there is strong focus on picking just the right one, and it's a double edged sword. Vanilla ideas are just not balanced, and to some extent they not balanced even my mod.
Also there is the fact that AI have no planning capabilities, AI just picks ideas randomly. To compensate for that I'm writing fairly deterministic logic, and it's very sensitive. AI will work with 8, but it will be not perfect. In last 3-4 updates I loosened restrictions on idea groups to introduce a bit more randomness.
I also imported CK3 terrain images, adding 5 terrain types to a base game and overwriting a majority of the vanilla ones.
Considering the light version. I don't think I can make it work in this patch, changes to a hardcoded AI building priority are crippling for the AI. The only solution I know so far is to edit buildings.txt, which will immediately make light version incompatible with many mods.