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Rapporter et oversættelsesproblem
Currently I have 187 infrastructure capacity in Maryland and I'm using 39, I'm NEVER going to need more than 60 infrastructure there yet something keeps on building them. Is it this mod???
You can also make this trigger optional via a decision that adds a variable (global var is better), and only use the new triggers if that variable exists via trigger_if, trigger_else_if and trigger_else statements.
An example for Rail Way code addition:
state = {
sg:transportation = {
state_goods_pricier > -0.25
}
}
To not create separate auto building construction build triggers for every building with separate good outputs:
Use SWITCH trigger to check for which building you're scoping from, and then scope to related good outputs. e.g. compare electricity in power plants, clothes in textile buildings etc...
Because of how SWITCH works, if a custom building exists, it will skip this section, allowing their mods to function with other triggers without breaking auto expansion.
If your buildings becomes too efficient as a result of modifier stacking via various ways (Power Bloc principles + technologies + certain laws + companies + even events and state traits), building in question becomes so profitable that Auto Expansion continuously expands building in question.
This results in very low good prices for those buildings because buildings are too profitable even at those prices, allowing an over-construction of buildings thanks to Auto Expansion rules.
Low Prices are good, but only to a point. They increase GDP much less and SOL increase doesn't matter much because of other good's expenses.
It's generally better to focus your construction capacity to other goods after price of goods falls to below -25%.
And @Mulkjia: The current version of Victoria 3 is 1.8, so if you're playing 1.7.7 you are playing an outdated version. I assume that the mod does still work with that version, but I can't be sure.
I have no idea. My mod is older, my mod doesn't have a cringy description text and no cringy pictures, I trust myself more to create a good mod than I trust that random person.
Maybe at some point I'll check if that other mod does something sensible, but not right now.
Mine is improved vanilla behavior, nothing too crazy. I would need to take a much closer look at the other one, see if it does something useful, maybe learn something from it.
When I press the button, I see the following pop up:
Additional Required Items
This item requires all of the following other items in order to function properly.
You can click on each one here to learn more about and subscribe to the item before proceeding.
You can also choose to subscribe to all these required items (and all the items they in turn require), but be warned that could include many more items.
Some localization fixes
'occupancy', 'market_access', and 'cash_reserves_ratio' are all checks that should look at only ">= 1.0" IMO because getting any of these wrong will lead to buildings that are less profitable or even impossible to fill.
Not having available upper strata pops will still allow construction because 'occupancy' is getting met for example. Those buildings aren't going to produce anything.
Same for 'cash_reserves_ratio' where anything other than 100% is still a big question mark if the building is going to be profitable because it's still settling.
'market_access' is currently looking at "> 0.99" which is just asking for a rounding error to sneak a building through when a Railway should be built first.