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
Thank you for your hard work! It seems that something may be broken about this particular modification since I am no longer getting the 4x increase in the cost to recruit ships.
Not sure what is going on here as I could find no tables affecting recruitment cost in this mod using the latest version of the PFM.
Land units are unaffected by this problem, however, and I have disabled all other mods to make sure that there are no conflicts causing this problem on my end.
as always, thanks for your dedication and updates! :)
Fixed recruitment slots
Not sure if it's just me, but I'm still getting multiple recruitment slots. Other changes (build times, movement) appear to be working as intended. Also, is there a way to make Gravitas gain 1/4 of normal?
@Dresden, thoughts on this and "small world" being beta: Patch 15 compatible, i'm sure it needs tweeks with their economy changes but just finding the 4tpy w/o these 2 mods on top of it not playable.
CA issue, was having trouble with that in my balkins game before I started using this Mod or any Mod.
- Unit cost, movement etc. effects are now compatible with all DLCs and all mod unit packs from other modders.
- Got rid of cultural conversion changes (they were a relic from the previous CA system as Flamewing pointed out).
Is there a DEI Version of the Hardcore Mod? I've tried to use it together and severel Features don't work. Like Building Cost, Building Time, etc..
By the way: Is it possible to reduce the Building Cost for the AI slightly? In my first game with the Mod (without DEI), the AI seems to be unable to handle the Building Costs - resulting in privinces in most cases just with Buildings of Level 1.
Don't know if it's a bug from C.A. part or some mod conflict?
Thanks