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
Did you notice any similar issues with the latest patch? I can't pinpoint the exact issue, but my force limit dropping from 160 to 60 is likely related to FL from provinces?
I've been using this mod for a few years now together with Anbennar with no issues. I don't believe it's related to it.
I'm quite aware of the issue with flat boosts which some buildings provide, but the game is chock full of far more severe brokeness, like maxing out FL from vassals through modifier stacking and getting +100 FL from vassals alone, out of thin air, in the first 100 years...
Nothing I can do about that without making the mod incompatible with anything that already alters buildings, sorry....
Such as high meritocracy and low decadence increasing forcelimit with X%?
However, not being able to do hardcoded missions, as other users have mentioned, really breaks the illusion/fun for me. I personally would not recommend this mod for anyone looking to incorporate unique missions trees or even historical events into their gameplay.
In my case, I was unable to get claims on Constantinople and a few other early Ottoman missions. Again, i like the concept but I think I will just stick with Responsible Blobbing and Xorme for now.
Yes, this mod does wonders, without it, it'd be many many millions more, incomprehensible numbers actually.
So, <3 for kind words. :)
xorme ai + difficult hard
There's a file called common/on_actions/rw.on_actions.txt. Inside is a vanilla trigger for on_mercenary_recruited that rises the FL. Arbennar uses a different on_mercenary_recruited trigger and their overrides mine. To fix it (on either side) you'd have to merge their trigger with mine, which isn't that complicated - just copy over the small block with country_event = { ... RW_MERCS.001 ... } to appropriate place in their trigger.
ai_ottobros_wont_implode_helper =
{
potential =
{
ai = yes
tag = TUR
}
trigger =
{
ai = yes
is_subject = no
tag = TUR
NOT = { is_year = 1500 }
OR = {
NOT = { completed_idea_group = quantity_ideas }
NOT = { num_of_cities = 30 }
}
}
#military
land_forcelimit_modifier = 0.7
land_maintenance_modifier = -0.6
global_manpower_modifier = 0.20
manpower_recovery_speed = 0.15
}
I seriously buff because using another responsible-ish mods alongside!
Also, there are modifiers originally from the games for each age, you also can help buffing the first two to be more realistic like irl. It took me a lot of test runs, because it broke the game as Hungary and/or Poland would feast on its corpse. But still easy for the human to early cripple them.
Other countries train their troops to fit the reduced FL, and oddly Ottoman is forced to keep close to 30k troops even though they are FL 17 in the beginning and they end up in huge debt.
What part of the conflict does it have with vanilla ai? Ottoman is particularly obsessed with 30K.
Bohemia also crosses FL after annexation of the vassal, but it doesn't seem to be as severe as Ottoman.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2451296932