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- Updated for 1.9
*This mod is unreviewed, but I'm not aware of reason it should have issues.
Try unsubscribing and resubscribing to this mod, see if that changes anything.
This sort of error does not cause crashes tho.
[14:57:41][jomini_script_system.cpp:270]: Script system error!
Error: Invalid right side during comparison 'var'
Script location: file: common/scripted_triggers/dict.txt line: 6 file: common/on_actions/yMoG_PLP_LA_code_on_actions.txt line: 162 file: common/scripted_effects/yMoG_PLP_cache.txt line: 42 file: common/scripted_effects/dict.txt line: 17
Let me if you want more info and/or a save. Its like 100% repro. I've disabled the mod for now just because its super annoying.
In practice, in this era, it’s not, it’s best used when you already have a vibrantly healthy private sector.
If you are on interventionism and the private sector has bought up everything and invests enough that you can pause construction and they just keep going full steam - then you should be switching to LF.
But before that, interventionism is meant to be better.
This is LF
state_shopkeepers_investment_pool_efficiency_mult = 0.25
state_capitalists_investment_pool_efficiency_mult = 0.25
country_government_dividends_reinvestment_add = 0
country_government_dividends_efficiency_add = 0.65
This is Interventionism
building_nationalization_investment_return_add = 0.5
country_government_dividends_reinvestment_add = 0.7
country_government_dividends_efficiency_add = 0.5
The extra Cap and Shop's investment boost are not able to be close to the 70% investment bonus from unterventionism in my games which has resulted in me having lower investment pool/building money overall.
I know you mentioned having to lower taxes to simulate capitalist economies but in game that does very little to boost the economy.
Maybe it is supposed to work like this but it just feels bad.
I'll fix this asap!
I think it's because of this bit in the law definition:
on_enact = {
recalculate_pop_ig_support = yes
if = {
limit = {
# has_law = law_type:law_state_atheism
country_has_state_religion = rel:atheist
}
set_state_religion = root.country_definition.religion
}
if = {
limit = {
has_modifier = antireligious_policies
}
remove_modifier = antireligious_policies
}
}
on_activate = {
set_state_religion = root.country_definition.religion
}
The on_enact checks for atheism but the on_activate doesn't so it still changes the religion if you don't have atheism.
- Properly implemented citizenship radicals changes from 1.7 into new 1.8 system.
- Reworked acceptance levels for citizenship laws.
- Enabled Full Acceptance assimilation.
- Updated for 1.8
- Added modifiers for Colonial Extraction similar to VTM
- Incorporated the updated method of giving authority to institutions from Law & Authority
- Fixed Elected Bureaucrats creating a voting franchise and applied an alternative that might(?) work, or just do nothing. (harmless)
- Nerfed the migration attraction from Total Separation, Multiculturalism, and Universal Suffrage so that they add up to 10%, not 10% each.
I don't use BPM itself.
This will be updated again soon and Taylor will be a contributor on this mod.