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
Pleaaaaaase :D
Maybe later some of the elements might be carried over into some other mods, but for now it's only for 2.5.x
After that I'll have to see how exactly the new update 2.6.0 works and what contradicts with what's in the mod. Since some of the features are very simular.
Then maybe if necessary I'll make an updated version for 2.6.0 with the stuff that isn't the same. So I can only say it all depends.
Since I have issues, either by choosing it at the start or picking it later in the game.
@Ertugrul - At first I didn't understand what you meant. But now that I have read up on the new features coming to 2.6.0, I kind of understand, since they're going to add the exact same thing.
@Andu - I have tried and made a few tests and everything seems to work just fine for me, demolishing and rebuilding didn't cause any issues neither. So I'm not really sure what would cause it, would have to get a closer look into it.
@InterKid - While testing earlier, I had no issues reforming into Rational-legal Authority and it replaced the administrator jobs on all my planets.
For all issues I'll make a bug report discussion, where we hopfully can get to the bottom of, and fix all problems.
Itching my fix until Federations comes out - and who knows, maybe your ideas will turn out to be better ;)
I want to announce that I'm now back and going to work on this mod again! Have a few new plans and I see a lot of you have some cool ideas too, that I'd love to implant.
Lately I've been working on Megacorp side for this mod and had been some hiccups, since I wasn't really happy with how it ended up and got really annoyed. But I think I've found a solution that feels good.
I'll be relasing an update either Tuesday or Wednesday.
Future Plans tap have been updated.
@Regularity - It works somewhat with the AI's, I haven't had my chance to test it fully yet and see how they threat the mod. I'm still figuring out how to weight the different things, but something I hopfully will have later on.
@Muggins - I actually hadn't thought about that, but it makes perfect sense no doubt. I'll look into it and see what would work well.
@Androklos - I hadn't have any planned yet, but there might be an opportunity for it if it's done correctly. I'll put it in the "To work on" column for now and get back to it later.
@angpetru - The Politician is kind of an administrator, but only for Rational-legal Authority civic. Supervisors are Machine Empire only "Bureaucrat". There was a bigger plan for the Politician jobs, but for now they just work like that, might come changes later.
The whole, entire thing.
The only reason they switched to digital was so they didn't clog up the streets with all the paperwork.
Still, the fact it didn't automatically promote up seems like a bug.
And I can't seem to prioritize the job either.
For example- Authoritian empire ( i like to roleplay sci-fi Byzantine Empire- a pure bureaucratic labyrinth, hence these buildings would've come handy.)
I have rolled a new update out with the corrected spelling.