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thanks for your nice mods!
it is possible its time for an update? building-icons are placeholder :/
can you check it?
Error: Invalid right side during comparison 's'
Script location: file: common/buildings/03_edo_adm.txt line: 62
I just wanted to pass along my impressions from trying your mods. Great job overall! I have a few suggestions if you wouldn't mind considering my feedback:
-Overall: Please consider creating a new workshop mod that merges your four mods: "More Technological Variety", "More Clothing Variety", "More Construction Variety", & "More Meat Variety"
-"More Meat Variety" mod: Please consider changing the name of trade good "Foul" to "Poultry"
-New Compatibility Mod(?): Please consider collaborating with "Morgenröte" mod authors on making a compatibility patch between your mods, I think that your mods combined are a natural match!
-I suggest checking out the "Gemstones" mod for SOME new trade good ideas, I think there's a lot more still missing from the game (not faulting you ofc, you added some greatly needed basic things) but please check that mod out if you're interested.
Thank you! I'm looking forward to what you do next.
here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3289120200
French translation
I suscribed to the workshop version & all the bricks PMs works as intended
You might have a problem with the mod's version & still have the pre-1.7 version, try unsuscribing and re-suscribing again to the mod
Bricks are consumed by either the Tile Roofing PM or the Brick Masonry PM
But once you start using Asbestos roofing and Concrete, Bricks become kinda obsolete, you can always either export them or keep a few construction sector with the bricks PMs to not waste the factories
It's sadly not possible
In order to make the mod compatible with other mods that change the map files, I had to basically use a trick where the building do not use any potential & can be exist anywhere with an additionnal check restricting the actual location where the building can actually be built. This also means that unlike other mining resources, you can build an unlimited number of clay/limestone/stone/asbestos mines/quarries (tbh these materials are nearly unlimited IRL too)
Since they have effectively unlimited level potential while being mining resources, the game fails to detect their potential this way, while the meat buildings use the arable land system & as such actually have a limited potential.
That said, you can easily check the state modifiers, a good soil or a river icon means you can have bricks, any mining resource potential means you can have stone & asbestoss, and limestone can be found in any place where you have either clay or stone
Unsurprisingly the two games have a pretty big overlap in terms of artstyle.
https://en.wikipedia.org/wiki/Limestone#Uses
I wouldnt give it huge modifiers for any of the above uses since it wasnt that relevant outside of construction in that era but it should be enough to encourage players and AI into using it more
Hell of a mod btw thanks a lot
It's hard to believe most countries wouldn't have some kind of masonry industry, Russia for example starts with zero buildings in these cathegories.
Another thing I'd like to know is if the AI not building construction sectors is a bug or a mod conflict? they had them in the beginning, but by the 1850s none of the great powers have any left, they never interacted with the new materials at all either.
About alternative uses for the new materials, you could make brick, stone and concrete as necessary imputs for rail networks, they could represent the infrastructure development you need to build a railroad, such as the balast, stations and bridges.
Yeah, but I don't know where else I can include bricks/stone/concrete
Maybe as an input good for housing, but I'm still thinking on how to make such a mod
Future mod will rework clothing
Hope these ideas might address some issues. Either way, love the work you're doing Edouard, looking forward to possible future ideas of you (vegetables/farming variety when? :P)
To stimulate additional construction goods production, I would argue for a new building similar to the urban center, scaling with urban development: housing, and the good of mansions (upper strata), houses (middle strata) or slums (lower strata, but not peasants). These would consume construction goods by default, and provide some effects depending on the PMs: SoL, mortality, less radicals. Similar PMs to the construction in terms of materials/insulation, and sanitation (for pollution reduction), or ownership (private, cooperative, etc). It serves as a resource sink for the AI to invest in construction materials somewhat to increase housing good availability and later construction PMs.
Just some ideas
Yeah it's a major issue for the mod atm. I was ~1890s and Russia was rocking... 80 construction. Britain was fine with ~1300 and France was struggling with 300ish. But Russia and Austria were not doing too hot.
You can keep some construction sectors using the bricks PMs even while some others are using concrete
If you subsidize the brick industries, it pretty much gives you a very cheap building material, especially with the late brick PMs
The problem with the AI is that we have to force it to use the more expensive PMs, or else it would just stick forever with wood PMs, there's no way to tell it to use a mix of brick/concrete/stone. Since Constructions sectors are not an industry and only provide modifiers, AI see it as worthless by default & need to be forced to use latest PMs no matter what.
It's a cool thing for the first time but once you understand bricks are /pointless/ to invest into over stone it becomes a useless feature.
Asbestos production increases your whole state's mortality a bit, and asbestos mines have an high mortality level for the people working in it, you are killing your some of your pops for some cheap production, that's the drawback of using asbestos
"Bricks Factories can be built where clay can be found in states with either a good soil trait or a river trait."
Yes Brick factories are rather limited in place. Japan for example can´t build any.
I guess you´ll have to just use stone, or jump straight to limestone->cement for the primary methods, and stone -> lead for the roofing methods.