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- company bonuses
- vanilla issues with hiring/promotion/jobseeking
- the reduction in workforce requirements for things like rail, etc.
- the absolute need for railways, ports, and power plants to be competitive job hiring industries in any economy
I'm contemplating a very deep rebalancing, but it's a lot of work.
Though, I also think that people underestimate just how great a comparative advantage some places could achieve in this era. More often than not, the outcomes from USU are surprisingly historically consistent - but people interpret them as unbalanced.
You are welcome to join my discord (check the collection description) if you would like to discuss with me.
if u're interested in more details, i'd be happy to discuss it further in a private chat/discord or another platform. otherwise thx for ur work, i appreciate using the modified version of ur mod
just got my feedback out in case you want to tune anything!
This is historically appropriate. Bengal cotton had comparative advantage until american cotton scaled enough to replace it in british imports. Britain consumed 88% of the global cotton export and produced 50-60% of the global cotton textiles at one point.
An industrialised Bengal achieving a situation where that production shifted from the UK, to Bengal, where the production was happening directly, and maintaining a share of production more than the rest of the globe combined is entirely plausible from a historical standpoint.
Yeah to add to what was already said i think Urban Center bonuses just does not work with updated trade/companies and needs to be limited by non-linear functions if it's possible.
Bonuses are just insane and balance goes out of the window. I was taxing some 1.5M dividends on capitalists in 1890.
In my recent EAC -> India run with companies-heavy economy urban centers added 600%+ throughput on manufacturies in Bengal region (25M pop center iirc). As a result - stacking manufacturies here was extremely lucrative and is a prime example of positive feedback loop (more factories -> more urbanization -> more urban centers -> ...)
I guess probably working as designed, but i think the bonus is a bit nuts, i was producing more textiles and furniture than the rest of the world combined. Maybe should be capped or balanced in some other way?
At least breaking positive feedback loop might be a good idea.
See what youre trying to do but i dont think it works with the amount of manor houses in some provinces.
Having any urban centre gives you +2, then you get 1 per 10 levels.
People like living in cities, and *to a degree*, a trade centre is an attractive place to be.
At a certain point though, a city that is disproportionately reliant on trade becomes less desirable as a place to live.
In case it isn't:
level_scaled isn't affected by throughput, but workforce_scaled is, so if you do
level_scaled = { state_migration_pull_add = 0.1 }
workforce_scaled = { state_migration_pull_add = -0.1 }
After just a few levels and a company with trade center rights -> the migration attraction turns negative. In an industrial city it can turn really negative.
i know how it works, i've snooped around your code and made some changes which i recommended in my previous post so that i could build literally anything in a meaningful amount of time in those certain states which are heavily urbanized.
I need you to understand though, this penalty isn't "on top" of anything.
Each UC gives +1% construction efficiency as a base, each *fully employed* give -1%.
The penalty comes about purely and exclusively from the throughput bonus of the urban centres, because the throughput bonus affects the -1% but not the +1%.
I can't reduce the malus at all without causing smaller UC's to give a construction bonus instead, even when fully employed.
The efficiency malus is *entirely* a product of the degree of success, it's *exactly* proportional to it.
I suggest that a player should maybe learn not to put all their company HQ's all in the same state...
Or perhaps, you are using some mods that are not interacting very well here?
Apologies for my earlier comment, as it appears I was wrong about Urban Synergy Unleashed being the cause of the IGs spawning in, as it happened in my latest game with the mod disabled. Thank you for the quick response, though!
- Updated for all 1.9.6 changes
- Public Green output and employment rebalanced
- Issues with inland trade centres in river provinces fixed
- Trade Centre pm management improved
@man
Yes, at a certain point urbanism slows further urbanism due to the constraints of building in a heavily utilised urban centre.
@624932690
The birth rate bonus only comes from *unoccupied* arable land. Qing is just like that.
(Also, Qing's historical challenge in this era was mass unemployment, so appropriate.)
@Cinders_
Basically, yes.
@Nixon Now
Absolutely no idea, nothing this mod touches should have anything to do with that. I suggest BPM is piggybacking off something not-very-robust in vanilla that they shouldn't be.
This means that in urbanised states with 100+ UCs it can take near a hundred weeks to build stuff like power plants and is very dampening for tall gameplay with a limited amount of states.
I am looking into a solution to do things without causing this extreme negative.
Something with this mod in particular is causing Subsistence Rice Paddies to make a state's Max Infra from Population to go negative.
You are correct that it advantages the USA some, but it works well for the rest of the world and it helps global population get to about the right point - which was the first priority.
I'm looking into alternative ways to do this, and to fix the issue with this boosting the USA - if I find a way that works, the bonus will be removed from this mod.
- Ports throughput bonus to urban centres is now workforce based
- Both Ports provide an unscaled +10% to urban centres (cities on a river and a coast stack)
- Ports provide some immigration attraction
- Port transport and logistics outputs reduced
- Power grids key off hydropower now
- UC's give workforce scaled throughput bonuses to power grids from arcades and streetlighting
- Power grids give workforce scaled throughput bonuses to power plants (1% to thermal, 2% to hydro)
- Power grid workforce requirements reduced
- Public Greens give a level scaled throughput bonus to UC's off of Seasonal Festival
- PG input resources rebalanced to favour paper more
- UC's current bonus to PG's now scales from 1%->2% as you progress through the base PM's
- UC scaling migration attraction reduced
- Urbanization from company HQ's reduced
- Gov admin workforce requirements from secondary PM's reduced
- Owner building PM's for all government types aligned
I don't mind if you can't fix it/make a compatch/whatever, but would you be able to know what files I would need to edit to remove the birthrate boost?