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回報翻譯問題
Specifically: requiring 100k excess labor for a new building instead of 5k means that the AI will be wanting to keep around a ton of peasants; and requiring 25m pops in incorporated/10m in unincorporated states instead of 250k/1m for a new good to be introduced means that the vast majority of countries will never be able to introduce a new good they've unlocked through technologies or that they didn't already produce at game start.
Surely that is going to cripple the AI isn't it? I like the concept of the mod, but these changes seem massively penalizing for non-player countries to even begin to function properly.
@Player4 and @Sunarian that's a great idea! I initially wanted to do slot allocations for urban buildings. Just like companies but I would need to do the whole gui and figure a way to script it and at the end of the day effort required / end result ratio was very bad on that one :D So I figured current implementation would be the simplest way to get something in that ballpark. But yeah next iteration would be just tie-ing construction to urban centers.
Now this way people who like the mod but don't like the construction limit can use this one instead. Enjoy!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3287925452
i don't know how feasible it'd be to implement but something like "-1 throughput for every level larger the state's largest industries" i.e, lvl 5 steel mill lvl 3 tool workshop and lvl 1 motor industry, the steel mill will have 5% throughput the tool workshop will have 1% and the motor industry will have -4%, but if they were all lvl 5 they'd all have 5%.
that way you can either simultaneously build up all industries and they'll be equally established, or you have to deal with the difficulties of building new industry in an established environment, where the larger industry will edge out the rest until they can fend for themselves.
of course this sounds like it'd be very challenging to do simply from a formula perspective let alone actually putting it in using paradox's modding framework