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the only thing that was interesting was a bug that i didn't get a country as a protectorate when it gave-in in a political play that i started with.
i also had to give the UK and France a military shipyard, because that way they could make ships (hoping that they would fight me more)
Not everything is a bug my friend, lol
if you find some nations subsidizing, it's because of their AI strategy / agenda - this is a Paradox mechanic. You can see that info on their country info page. The difference with the mod is the global economy - ie. no buildings, behind in tech, and no trade for resources. This makes AI strategies react differently then base game.
it would make sense to you & me that the subsidies should stop, but the AI may not prioritize that. Are you finding it so easy that you just eat up the AI? Are you finding that the AI cannot fight back due to debt? If so, what nation.
AI still challenges me, with or without debt. In most cases, I found the AI didn't have debt until it went to war with me and took loads of debt on just to be spiteful to me (like a player would, lol).
I think the only time I find in 'easy' is the first 50ish years of play out of the 492 years of game play. If you haven't played past 50 years, trust me, it gets interesting.
That nation formation as well as others is from the other mod or the base game. However, I'm not sure it's a 'bug' as I think it was intended where only Burgundy could make "United Netherlands". However, Holland, which I have played a SP campaign, very much can form the "Netherlands". - 2 different nations to form. One from French culture and one from Dutch culture from what I make out of it - however, I have not looked into the files for it. I'll post a pic of my Holland campaign, which I started as a subject of Burgundy, broke away, and now am the Netherlands!
the Netherlands, Belgium and Luxembourg don't have that option.
now i don't know if its bugged in this mod or in the Age of Discovery 1444 mod
So what your seeing is related to "Market Access Price Impact" - this is a base game mechanic
Seeing that the game play is from 1444 - 1936, the access to the market is based @ 25%. Then you have a law (Traditionalism), a decree, as well as techs in Society that impact this, all are base game. And now the mod adds production techs like the Railroad which also impact this. Last, the base game has weather mechanics that impact Market Access as well - like floods.
If you look @ the local pricing tab and mouse over the local prices, it shows what impacts the pricing. This can help you strat this mechanic. I'll post a couple pics for you
While there are different ways to deal with this mechanic, the easiest way is to simply produce what you need in the state that needs it. Although there are some cases this may not work.
So a university producing innovation for you to do research is just that much more important than base game xD
This mod is an extension of @Alexandru's mod which every country has isolationism.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2923418734
The checksum you should get is f588 - with both mods turned on. If you get this checksum, Holland will have Mercantilism. If you do not get this checksum, you may only be playing with Alexandru's mod maybe