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Is there any way you could maybe add a % reserve influence modifier.
It is extremly nice to have auto improve relations. But i really wish i had an option to reserve either a percentage or some influence for treaties.
还有安抚民众是不是有点超标了,我觉得改成按实力来算更好,比如军队超附庸多少就有百分之多少不爆革命,但最高不超过90%之类的(百分百不爆感觉不太现实)
This one has some overlap with mine.
I don't touch automation stuff, but if you would like to work together on extra diplomatic actions, or at least coordinate to make sure these mods can avoid clashing with each other, I would be more than happy to do so :)
Depending on different conditions, overlord might be dragged into the diplomatic play or the subject might handle it alone (but you can still decide to join and take over the play), the detail will be shown on the tooltip.
I don't know the mod so I am not sure if they are similar.
(Is this just a reincarnation of the command subjects to fight mod?)
Can I maybe send it to you someway?
能不能出一个ALL-IN-ONE整合版本啊
Proxy war with attached assistance pact instead of forcing overlord to join is possible. But I didn't add this feature because I found it's difficult to balance, I mean it doesn't feel right that I can convince Lanfang to attack British without actually backing them but only a country modifier.
Spawning extra units is not difficult but it also requires to override some AI value or balance its budget and manpower via modifiers so that the subject would actually keep these units.
Since this action is only available to player, the most difficult part is always the game balance.
1. could be done by automatically providing the subject with military assistance through an event or something similarly to the base game interaction. Spawning extra soldiers as part of their army could be extremely difficult so I can understand why that wouldn't be possible
2. The 'stage incident' suggestion was meant for the player, not their subject, giving them the interaction which comes with events that trigger a war goal with less infamy depending on the target's range and rank
1. That would be problematic, considering the current unfinished war system and barrack system. Also, it requires to override some AI script and track some on_actions effects, simply adding modifier won't work well enough.
2. The infamy for starting the play only goes to the subject because the initiator is the subject. It's different to the vanilla mechanism "adding war goals for subjects" and overlord can only join as a backer, although it will take over the play after joining.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461325511
I'm using a bunch of others from you as well, very nicely done. You have really improved my fun with the game, and plugged some holes that would otherwise kinda break games. Thanks so much!
1. Infamy filter rework will be in next update. I have finished the scripts few days ago but I haven't had time to change the button effect description yet.
2. Countries with friendly pacts are given much more priority as their weights are multiplied by 10. As for country type filters, I would like to keep the mod as lightweight as possible right now but if I found some features are really a must later I might try to add them to the mod.
- a setting to only use as much influence as you can miss while keeping +25% infamy decay. I basically always need max infamy decay, but I often still have excess Influence
- buttons to select the types of countries you can improve with: ally/defensive pact, trade agreement, great power, major power, minor power, subject etc. For example, I really don't care about improving relations with Sokoto even though they have a ton of population, but I do care about my tiny subjects
And the same for rivals! I'm currently playing Belgium, and I want to make rivals out of all the small nations that I can. Automatically rivalling all minor powers that I can would be awesome, to then use that Influence to automatically increase relations :P