安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
I know, but that is the only modifier that is capable to slow economy for richer countries without breaking mechanics like investment pools of construction speed. Now, with 1.9+kAI, it's almost necessary.
Other modifier won't change construction sector proportion between output and maintnance.
In general, the AI does not self-destruct for this modifier, which is only effective when the country is already highly developed. So the player should not have any problems.
Next update will be in August.
Right know I'm working to events for specific Indian decolonization. It's not how historically happen, just a different sequence of events in order to manage many small vassals and Raj choosing alway to destroy itself, after independence, through a vanilla event called bic_breakup.1.
In next update (Already available in GitHub version), this vanilla event will behave like the vanilla version before pan-nationalism, after which the AI will often create India.
Overall, this mod will always add as little flavor as possible (And can be disabled with rules). When there is flavor, it's just to give areas of the world a chance to be different from Victorian era.
For a more in-depth flavor, I'd really appreciate anyone making flavor sub-mods for Tech & Res.
When your increased construction goods cost comes into play, it doesn't increase the cost of construction to the private queue or just the goods in general. Its subtracting directly from government income, without displaying in the final income excluding temporary expenses.
I reversed the multiplier to test if this was in fact the case, and now I am receiving free money from that.
I do kind of find that crippling in some cases, as you might be fine in the budget, but then suddenly raise a development level and have to drop some construction centers just to be positive cash flow again. So for unrecognized nations, its even harder to build up when your taxes are drained just from the investment pool's activity.
Is there going to be an update on July 8th? I'm trying to start a new Earth right now. How much will it affect my save if the mod is updated?
Add gem mining and a jewelery industry, i feel like this is lacking considering you added other types of mining stuff
We also need spices, which was massively important during the victorian era along with jewelry
And lastly, we need cocoa farms and chocolate industry, another resource that i feel it's missing in vanilla
These are not demands btw! They're just suggestions
That tech comes from Morgenrote, as first versiosn of Tech & Res were previously played only with that mod. Mass Culture with Morge is not normally researchable.
I can remove it, thanks for pointing it out.
Hi! You can find a 99% list on discussions.
As you can see, the mod right now lacks of companies famous for home appliances, military, cars and space (Which need a rework before).
Ferrari will surely be added in next patch, around August on Steam, some weeks in github version.
I don't think, but there is no problem if anyone would do it.
Yes it is compatible but for security you should disable T&R Historical Content Rule
Sure! In next patch I'll add it.
Hi - would it be possible to add a `zz_technres_compatibility_triggers.txt` or something similar in the scripted trigger folder so that I can add proper company type compatibility support for this mod?
Inside that file would've looked like this:
# This allows for other mods to check whether if Tech & Res is enabled.
technres_is_active = {
always = yes
}
Thanks again for creating this great mod, can't stress enough how I love this
Water Plant is in production lens/development, probably incompatibility with another mod.
They add points each year you have them.
These are the conditions, intentionally nothing complex but variable in speed.
# Give 1 point if the capital (Paris) has urban centers with modern healthcare PM.
# Give 1 point if each incorporated state have urban centers with modern healthcare PM.
# Give 1 points if country has researched penicillin.
# Give 1 points if country has researched antibiotics.
# Give 1 point if country has public or private health insurance.
The JE completes itself autonomously even just by researching the technology. If done well it takes only 10 years, with the technologies even 40 years.
Thank you! I'll edit desc
If I add resources with map data 90% of mod that change map would be incompatible.
Unfortunately, this is a vanilla game code problem that i can't solve.
Using the 1930 USA around 1.4 million death for 120 million people that gives around 1.16 % / ||
Birth rate of 1930 USA 2 million it returns to 1.67 % birth , Both before mentionnend number doesn't count stillbirths but in game i only in most states 1.3 or 1.4 % birth rate ||| I have 0.15 % growth --- To put in perspective in 1920 My population is better respresented in reality by a 1975 USA /// 1975 USA statistics 3.1 Birth for 216 millions -> 1.43 % birth rate --- 11.5 deaths by 1000 people -> 1.15 % death rate --- It is quite important that this death rate is so high because the US is in the middle of an STD epidemic || It might need a tweak or two about death rate and birth rate.
Great mod tho !!!!
Ok, that's fine to use some of Tech & Res, keep me updated.
Hi! What is your mod about?
This will probably make it easier to contribute to the mod and add suggestions for improvements.
After hellish programming days in May and June, I will be less active during July/August.
There will only be a few bug fix patches and a save-friendly update that will add a few new companies about appliances, military, food, and of course automotive industries.
Not like in the first versions, but yes.