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Migration LAWS, the LAWS aren't touched in this mod, and those can broken all on their own
Yes
@DivineEnema
This mod has no impact on migration laws, other mods broken migration laws can absolutely impact this mod.
I'm looking into an alternative approach that won't spam the error, but at the moment the error means its working properly.
Error: Left side and right side during comparison were of different types (left was 'state', right was 'country')
Script location: common/scripted_effects/MoG_refresh_sol_modifiers.txt:4
common/on_actions/MoG_SPA_sol_on_actions.txt:26
- Added a rework of Expected SOL from Literacy (feat BrokenRobot)
- Fixed vanilla job satisfaction not properly mathing job satisfaction when qualified for better jobs
- Expanded localisation to support all base game language options
The education access rebalance has a range of effects, including modifiers added to the institutions for education.
These could have been done all in laws or whatever, but then it would be incompatible with mods that touched those laws for any reason. So instead it uses dynamic modifiers for compatibility.
Education access is still improved by all the things you'd expect it to be (schooling, urbanization, wealth, etc.) but now you may find it more difficult to get higher tier qualifications like engineers.
- Fixed assimilation issue in countries with slavery laws.
- Adjust growth multiplier limits to match qualification baseline
- Cultural community spawn chance changes from 1.8.1
- Reduce homeland/event driven assimilation of peasants
It doesn't fix it, but if it can be fixed by a mod, I will do so. If it's an engine problem though we'll all have to wait for paradox.
One of the things I do try and achieve is realistic/plausible outcomes on a range of mechanical areas of the game. With any luck, somewhere along the line I’ll reach the point that some of the historical oddities can be reproduced naturally.
I've been playing Vic 3 since the first leak and tried different curves mods, this one seems to be the most balanced one. But it would be great to have a way to include real demographics for France, population growth has been abnormally small during this period
How I checked? Start game as China and declare war on Russia then swap to Korea, do the treaty with Russia and check :D
- Updated for 1.9
- Added a rework of education access (feat BrokenRobot)
- MAPI now affected by lack of literacy
- Qualifications now diminish properly for all pop types when literacy falls due to loss of education access
So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]
I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
And will Accepted Pops who can get qualifications to be Officers and such actually migrate to my Treaty Port to be part of the Defense Force there?
All the attraction in the world won't make them move if they're satisfied right where they are.
This mod makes migration more flexible and imo more realistic, which means that unlike in the base game, it is possible (for example, if you have ridiculous amounts of gold) that people are simply satisfied where they are.
bit wierd but aight
It might have something to do with the ridicolus amount of gold i had from "real world explorable resources" or that i had like 20 different pops with homelands in my states.