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This mod would have no effect on that. Have you technically "discovered" the node yet, as in you have enough of the node uncovered so you can click on the node button. Trade and fog of war can work strange like that, with you having trade power in a node but technically can't access it until it is in your trade range and enough FOW has been uncovered. Nevertheless, I don't think my mod is related to the problem; it's either a glitch or part of the more arcane aspects of how EU4 handles trade "access".
I have 8% trade power in the Canton trade node with a Merchant present, but I cannot send ships to protect trade in Canton or any of the Chinese/Japanese trade nodes. Is this a bug?
Only mods I'm running are this, Qing shall Rise, and Historical Flags.
Are there any other major mods you are using?
id = decline_of_ming_events.1
It will trigger regardless, so long as it is any date after 1600.
1600 or later.
Now the penalties are no longer applied through a triggered modifiers but through and event to prevent game slowdown.
They are designed to work together as well as they work on their own; that is to say they are compatible yet work alone if only one is chosen. I prefer to keep my mods compartmentalized so that the users can pick and choose which mods of mine they wish to use.
Any time you want to directly download a Steam mod, use this:
http://forums.kleientertainment.com/topic/48803-direct-download-any-mod-from-workshop-via-greasemonkey/
I don't know, I'm not familiar enough with ET. If they changed tag names, it would disable it, if not it might work. Again, I don't design my mods with ET in mind.
so which is it? is this mod mod ET compatible or is it not?
Generally speaking, I have little experience with ET; but I'd hazard on a no, ET is a total overhaul.
It should would work properly, as I don't edit any of the games core files, but merely add an additional triggered modifier. I can't speak for it's balance, as I've yet to test it with Cradle/the latest patch.
The desired effect might be created through a similar triggered modifier, which applies penalties if the an ai nation goes over a certain development/state limit, and then applies a certain amount a drastic amount of unrest and/or corruption. You could look in my mod.zip to see how I coded mine, then decide what amount of development is too much and what penalty you think appropriate.
Triggered Modifiers are generally very cross-mod friendly because you can add one without having to overwrite or change any of the game's base files.
Ming usually collapses before the Corruption penalty has a chance to Negate the unrest penalty.