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Bir çeviri sorunu bildirin
The problem is that military techs are less than production and society, especially after 60s.
Probably I'll add some new military techs between era VII and era X.
Write in bug thread your mod list.
You can build Uranium mines with modern physycs tech
In my simulations AI discover those techs around 1950, probably a mod is breaking your game
Sorry but 3d models/textures are beyond my capabilities.
Yes, you can write them in companies discussion thread. Right now companies needed are from the following sectors: military, home appliances, furniture, software, railways, automotive.
Hi! Thank you for the feedback!
Motor industries don't have cars anymore, check what mod is causing this problem.
Probably I'll add 1 more slot for charters in the future.
On the other hand, the game is rock stable so far, 0 crashes.
There are issues however. What I strugle the most is motor industries making cars as well as engines from day 1. I dont need cars and I dont have mid game resources that the mod requires for them - productivity suffers for both motors and cars and my economy is a mess anytime anything requires motors.
2020
Thanks for the feedback!
The mod balance is improving, but checking the values numerically, many PMs of the mod are balanced as well as those of vanilla game.
Regarding lacking raw resources and paper you are probably activating too fast new PMs, which must be gradual when you have tons of buildings: unfortunately there is not much to do about this, it is normal that if from one day the demand for something doubles, the economy is destroyed.
As for the crashes on trade interface, I don't know what it could be, I never had it.
I see the AI managing to have a fairly balanced economy even on 2B GDP until 80s. In a past version of the mod (in which there were half of mod raw materials mines) I played a tall game with the USA until 1980 and the economy worked up to 5B GDP.
Let's also say that the mod has an harder economy than base game, which simplify many PMs, so a little more strategy is needed in modernizing economy.
And that's in the case of me using cheat mods. If I don't use a cheat mod, then this mod will give me a behemoth that will never be able to meet its needs. Eat all my raw materials, industrial goods, and game patience.
The mod had a fatal flaw, which was the poor numerical balance, so much so that I had to go through other cheat mods to play properly. For example, excessive demand for raw materials makes it difficult for factories to break even. When I use tertiary technology in my administrative buildings, the need for paper can even lead to millions of financial expenditures. Unless I build more than 150-200 paper mills, I simply can't maintain a balance between supply and demand. Town centers are perpetually unable to make ends meet due to a poor balance of values, with few employees.
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.