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
it's meant to be used for converting subjects...
it should work. get the "updated" version (here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2043210489) . it is not updated for 1.31 but it should still work with 1.31.
I do enjoy it, especially with pillage capitals
also due to mod ui i had to upload new versions of this mod. what i'm trying to say is that this is already a mess with multiple versions out so i'd rather not upload a new version with different values out.
i do personally find it op myself, so i have considered re-balancing it. but many people like it the way it is. so every time i end up not touching values.
i have had another idea however. i might rebalance this mod and combine with some of my other Expanded mods (also rebalanced) and publish it as a single package of all my mods. this is a good and novel enough reason for me to "republish" the mods. the downside being that if one doesnt like any of the mods, then he has to stick to the separate versions with different values. anyway, that's my solution to this balancing problem.
im glad you like the mod :)
regarding the issue, i did write an answer in the other comment section. just one more thing, make sure one month passes when you use debug to develop the capital (when checking if the mod is working or not). triggered modifiers are calculated every month.
anyhow, this mod should work with any other mod. it simply adds triggered modifiers which are pretty unrelated and untouched by other mods. so i doubt any potential issue would be related to other mods.. most likely just installation issues.
Just wanted to thank you for your time and say I really love your mod and it means a lot the time you put into it.
My Current Mod List in Load Order:
A better UI & Extended Timeline Compatability
Better UI2
Extended Timeline
Capitals Expanded (Non Functional)
Idea Variation
Idea Variation Extended Timeline Addon
Missions Expanded Idea Variation Compatability Patch
Missions Expanded (IS working but there are some bugs with the Brandenburg mission tree. I think thats a them issue and not related though)
that sounds good. i'll try to remember that for next time when making changes to the modifiers.
I have reuploaded new (1.29) versions of (most) my mods. These had to be reploaded because I couldn't update the old ones due to the crappy new UI.
I have put links to the updated versions under the old mods' description.
Sorry that this update took so long.
i just checked and it is not broken. the UI says it is outdated but you just turn it on and it works.
However, using it for a long time now and it became obvious that it's really unbalanced - intended to help small tall nations, once you hit empire level and dump a bit of your excess mana into capital (all those +5 advisors are cheap for large tags) you become OP unstoppable.
I've fixed this issue with prefacing every trigger with:
NOT = { num_of_cities = 6 }
So, the player has a choice - remain small and competitive (Florence or other italian/german city-states that survived like this into 19th century) or go wide and forgo bonuses. Much better results overall.
the mod is outdated but should still work with whatever version of the game you are using. if it doesnt, then it most probably means that the mod was not installed correctly. if you try to fix that and it doesnt work, you can manually download the mod and paste it in the mod folder. see my collection for a manual download link.
not really.. this UI is a mess to work with!
(although you can still use this out-dated version with 1.29 and it should work)
really?? interesting! i cant figure out how to update. when i try i get the authenticity error... i have noticed some people uploaded a new version instead of updating the old one... honestly would love to know how to update the old mods (some of my mods definitely do need to get updated)
i diagnose you with a serious case of ocd my dude xD
the thing is i cant fix it now anyways... with the new mod UI i cant update the old mods. since this mod is working with 1.29 i will not be uploading a new version of it. so for now this minor inconvenience will have to do.
i had it at 10%, people complained it was too op. i didnt want to put it at 5% because it'd be too underpowered. so there's the answer... xD
i dont think it will break it. it should still work fine (without crashing). the worst thing that might happen is that the trade good bonus will not be implemented (tbh not that big of a deal, since it's just one single bonus).
2- it is only OP if you are small/tall and can develop all your stated land to at least 15 dev. i can see how this might be exploited tho (then it's OP), but i dont really have a solution to that right now. i will not be giving dev bonus to economic as it already has that bonus itself.
3- it should work in multiplayer just fine. i have tried it myself in MP and it was OK. it should work with any mod that doesn't change the triggered modifiers extensively. as far as i know if all the mods that you have are compatible with each other then you can just use them all in MP.
thx for the input. let me respond to the issues accordingly.
1- it absolutely makes sense to give 5% disc to quality as opposed to espionage. however, quality+economic gives 10% disc which is so good that almost always players go for it (also good to consider the OP events that full quality triggers). i will not be giving quality yet another normal disc boost. on the other hand espionage is not popular. i just gave it 5% disc so that people consider it.
In all seriousness, though, it seems like achieving the trade idea bonus first would make getting to 70 development dumb easy. Plus that'd seem like dev cost would be more associated with economic ideas. Maybe trade efficiency?
3.This mod doesn't seem to be Multiplayer supported{Though, to be fair, my friends and I play with some other mods, to be named: Why not?, lower aggressive expansion, Military Expanded, and Early Cilent States]. All the fore-mentioned mods, when combined together, DO work in MP. Is it just a case of mods randomly not wanting to work together for checksum or some sort of issue i'm not seeing here?
1.for the idea group bonus for Espionage, you made it 5% discipline, just, personally, makes no sense to me. And merc discipline for Quality makes more sense than the fore-mentioned pair, I see Quality as trying to not rely on mercs and use a professional, standing army[as opposed to Quantity, which encourages throwing all the men, both native and merc, at the enemy]. My suggestion would be to switch out the 5 discipline from Espionage to Quality and put either spy detection[Huge developed capitol with espionage in mind makes it alot more difficult to do shadowy stuff in] or rebel support efficency
beyond typus has a different development value and cost. the development requirements in the beyond typus mod are twice as much as the base game. that's the only difference.
btw whats difference between this mod and beyond typus ? i couldnt understand
there hasn't been a patch so the mod should work if installed correctly.
i'd say try to troubleshoot the mod installation. perhaps manual installation using the link i have given in my mod collection could help.
it should work with that. the only problem is if Voltaire's Nightmare has different values for development this mod might be too overpowered or too underpowered. tbh i played Voltaire's Nightmare a long time ago very briefly so i dont exactly remember how the development values work there, but i think they were very similar to base game so on that account i'd say you can just use this mod with it. unless you already tried and something is wrong(?)
This is a client state mod. It works nicely with Capitals Expanded as it allows for vast expansion with client states while your own core territory is kept tall.
it should be compatible but don't expect trade good bonuses for the unique trade goods added in that mod.
. I usually go for exploration-economy strengthening of the capital and regions ,holy war, the rest military. translated with Google