Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's not possible, since it's a fixed value. Maybe you could add a modifier reducing the build time by a large number, but then it could also be more than 1, depending on other values and modifiers.
It should be.
As for every other Workshop mod, subscribe to it and then activate it in the EU4 launcher.
Yes
Should work with ET, yes.
It changes the base time for building units, so yes, it also affects the AI.
Copy the building file (in .../common/buildings) to a new folder (in Documents/Paradox Interactive/Europa Universalis 4/mod) and change every number after "time =" to 1 (or lower, if that's possible). You need to keep the fodler structur though, so make a new folder inside of your mod folder called "common" and in that a new one called "buildings". Copy the building file into that folder.
You can read how to make a mod and a mod file, which is needed for the mod to be displayed in the launcher, in the wiki: http://www.eu4wiki.com/Mod_structure
It doesn't.
Also, if it started recently without any update for the mod or EU4, it is probably a conflict between this and another mod or another mod alone causing these problems.
In that file you type:
l_english:
no_revolts_anymore: "Modifier title here"
desc_no_revolts_anymore: "Modifier description here"
(every line but "l_english, or l_german or whatever language you are using, has to start with a blank).
After you have done that you create a new .mod file in the EU4 mod folder (where you created the first folder) that is named like the first created folder. This .mod file has to look like this:
name="This name is displayed in the launcher"
path="mod/mod_folder_name_here"
tags={
"mod tag here" (e.g. you can use "Events" or "Balance")
}
picture="picture_name.png" (you can also just use picture="" if you don't have any picture inside the mod folder)
supported_version="1.17.*.*"
1)
You create a new folder in your mods folder. Then you create a new folder called "common" inside this folder. Inside this folder you create a new folder named "triggered_modifiers". In this folder you create a new txt file (you could name it "norevolts_triggered_modifiers.txt"). In that file you create a new modifier:
no_revolts_anymore = {
potential = { always = yes }
trigger = { always = yes }
global_unrest = -1000
}
(If the modifier should only be for player, replace the first "always = yes" with "ai = no").
If you want, you can also localize the modifier, this way a specific text will be displayed ingame instead of "no_revolts_anymore". For that you need to create a folder named "localisation" in the folder you created first (so you should have two folders in there, "common" and "localisation). In that folder you create a new yml file (encoding: UTF-8-BOM), the name of that file should end with "_l_yourlanguage" (e.g. "no_revolts_mod_l_english.yml").
Yes, because it decreases the base value, which applies to both the AI and the player(s).
Many thanks!