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Rapporter et oversættelsesproblem
1. Starting the game with only this mod and without any mods to make sure if the problems were caused by this mod.
2. Make sure the mod has been updated to the latest version. If there is no automotive industry in machine supply chain, then it means steam hasn't downloaded the latest version for you.
1. This mod is compatible with most mods, which means it usually won't cause crash when it's running with other mods. However, it only works on vanilla buildings. I did make a version that can expand new buildings added by mods, but in some edge cases, these buildings could be expanded despite not being unlocked by technologies, there is no way to prevent it except creating compatch according to different mods.
2. Paradox didn't provide any methods for modders to directly add constructions in foreign countries, so it can't be done.
3. If Paradox provide more modding triggers and effects in the future, then the above features might become possible.
No offense, but here's hoping this mod becoms obsolete one day as this feature gets implemented in the base game! Thank you so much for this mod!
From mod description:
"The expanding will try to keep the local price of transportation/electricity close to but slightly higher than their base prices, or try to eliminate all infrastructure deficit and provide some surplus.
If no maximum expanded levels was set, the required added levels for a railway or a power plant each time will always be added to the construction queue at once.
The added levels will be calculated based on local production, consumption, infrastructure and current levels, which means it doesn't rely on PMs and the result will still be accurate even if the output number of railway and power plants are modified by mods."
Details for limiting max. expanded levels can be found in image 3.
This mod should work fine in multiplayer since it doesn't overwrite things and only works for each player separately. But I'm not sure about the client-side, I barely play multiplayer and always make sure and assume players need to have the same mod list or the mods are merged into one mod.
1. 这个mod不影响私人建造数量。
2. 这个mod确定的政府建造数量基于以下公式浮动:
总建造力 * 政府建造分配 / 每周最大建造进度 * 各修正系数之和
其中每周最大建造进度一般由科技提供。
3. 建议先了解游戏中“私人建造分配”的运作,这数值不是固定值,而是政府和私人建造双方都超出每周最大数量(建造力/每周最大建造进度)时双方的比例,也就是说在除了计划经济以外的经济系统中,私人建造利用的建造力都可以在0%到100%间浮动。这是游戏的基础机制和mod无关。
4. 确保你有足够多的合适建筑用于扩建。扩建功能只适用于已存在的建造。
https://drive.google.com/file/d/1-AhtEzPWnRGj1kgR78uQmyzI0sfbX03-/view?usp=sharing
https://drive.google.com/file/d/1zlRAYYhd8N-USH4SXCTsS8HRI1i6Gaic/view?usp=sharing
我想要让ai更强大,而不是去瞎建
你看ai为什么总是乱建, 一块地, 玩家手里和ai手里完全不同.
1. 有时间的话会更新这个mod,会有较大修改和添加一些功能。
2. 行政机构的话,若只是在收税能力不足的地区自动修建还好,如果是要补足行政力赤字,要考虑规模效应、国家人口规模、特殊加成建筑和本地资源等一系列因素才能求出较优解,做成自动执行的话算力性价比低,毕竟一场游戏下来只需执行那么几次,不需要长期自动检测,不过手动一键补足的模式还是可以考虑的。