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The mod was last updated for 1.5. It may have worked better earlier, I cannot tell something about it.
So, if you do not care about the sustainability of the Great powers, you can use the mod. Game works well, but seems to be unfair to AI countries.
pls fix this issue.
apparently, while this mod is enabled, you CAN'T spawn any urban center, no matter how urbanized this area already is. So I was playing Britain, at the beginning there are 2k+ urbanization points in London area, but the level of urban center there is still 0, and same thing also applies to other countries.
pls fix this issue.
Esse é a versão do mod para a 1.4, meu camarada soviético capitalista!
Agora oq eu quero falar é que ele parece não funcionar no beta vanilla, mas ele funciona em um mod alternativo chamado Basileia Romaion. Se pretender manter o mod atualizado e funcional isso pode ajudar (espero).
Valeu
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3034736371
And one more thing: it looks like 'Hearts of Appalachia' messes with the way the game shows info about countries, like their GDP. From what I can tell, your mod's showing the real GDP, while mine's using a simulated number. That's probably where the weirdness is coming from.
Apologies for the delay in my response, I've been busy with the transition from elementary to middle school. Regarding the compatibility with other mods, I've downloaded 'Hearts of Appalachia' and indeed noticed some overlapping files in the 'buildings' and 'building_groups' directories. In my mod, these serve to make hiring immediate in any building, reducing the number of buildings in the hiring state. Another function is to discourage AI from over-constructing certain buildings that became redundant in their simplified economy. These changes were among the first I implemented, but after recent testing, I believe their relevance might have diminished over the mod's development. Now, I've updated the mod without those files.
I love your mod, so if I have any suggestions for potential changes in the future, I will let you know. For now, I am simply astonished that the mod works so well, thank you for it.
I'm pleasantly surprised to see people still using my mod and I'm glad it's been helpful! I've updated the mod to be compatible with the new 1.5.0 version and from my end, everything seems to be working smoothly. Regarding the 'ai doesn't build anything' issue, this is intentional: countries outside of your market don't undergo construction, but their GDP is artificially increased to reflect growth.
I'm also considering creating another performance mod in the future. If there are any aspects of this mod or potential changes to the game's base mechanics that you'd like to discuss or express opinions on, I'd be happy to hear your thoughts!
Interesting, I hadn't really noticed that aspect. I plan to develop another performance mod in the future, but based on your feedback this time I'll aim to preserve the natural interactions and AIs behaviour throughout the gameplay. Thank you!
However it feels a bit like apart from the player country not much is happening.
I did a quick test run. The event shows up in the journal tab, and the prerequisites while hovering over it shows it's met, but after the first week, it disappears and nothing happens/shows up.
Yes, your idea is certainly feasible, and I greatly appreciate the suggestion ❤️. Tomorrow on Monday, I plan to update the mod, compiling all the suggestions you all have made.
I'm truly sorry for ruining your multiplayer game, and I must apologize for not being clear enough in the description. This mod is designed to be used in a new game, and it will drastically modify the AI gameplay for performance purposes when a nation is not selected by a player (such as in a multiplayer game when a player leaves temporarily).
I strongly recommend using this mod for rp or casual, and if you're playing a competitive multiplayer game, please make sure to inform the other players about the conditions and limitations of this mod.