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-Colonial Nations should get extra colonists due to extra number of provinces
-Alot of rebalancing due to increased number of provinces: Number of states available should be increased (maybe base it off govt. rank?), coring cost should be reduced, IMO also development of provinces should be beefed up to reflect historical accuracy. Main issue is low dev = low supply = higher attrition when moving around, something the AI does not do well with.
-Extra 1 diplomat, merchant and missionary again due to increased number of provinces and nations. But this is debateable due to 2 extra idea offset, it seems rather balanced in my current playthrough however .
-Extra 1 center of reformation, otherwise reformation is very weak. But needs more testing.
Things I've observed in my playthrough:
-Not enough monarch points due to aforementioned higher number of provinces and more ideas available. New playthrough with base 4 gain (vs vanilla base 3 gain), seems fine for the time being.
-Encourage AI to develop provinces
-Colonial regions are seriously messed up. IDK what the BT guys were aiming to do, but the primary aim for colonies is to get them to size 10 for the free merchant. So having 'Colonial Bahamas' with 2 provinces is so seriously useless. Same for Colonial Florida, Colonial Newfoundland, Colonial Cuba.
-No paper trade goods?
So the Colonial regions have been simplified, I'll get to work on the rest of the stuff. :D
I would just merge them together - Newfoundland and north coast of Canada, Canada merged with Acadia, Make Florida include the southern 13 colonies as well or something. Merge Cuba with the Bahamas, merge Antilles with Hispaniola.
I also think you should re-add the land connections, it's just better for the AI to understand. Especially the island chain, newfoundland -> Canada, Ceuta -> Gibraltar, Ulster -> Ayr.
Lastly I would recommend adding a trade connection from Ivory Coast back to English Channel, as it is currently very pointless for a Dutch or English player to go for the spice islands at all as there's no way for them to send the trade back to the home nodes.
To clear up confusion: I've modded my own game as well using your files and in them I added 1 extra dip, merchant and missionary as well as changed the base mana gain to 4 as those were observations I've noted in my first playthru. In this 2nd playthru things seem to be alot more balanced but obviously don't just take my word for it!
That's what I mean't by simplified. I did leave Hispanola and Antilles seperate. Ulster to Ayr, have already been re-added. I'm also not sure how trade modding works.
Spain suffers from poor development in its own lands and has inferior ideas compared to the infinitely more scary France. In vanilla, even with the land bridge, Spain more often than not loses the North to France unless a player actively sabotages France. With the Burgundian Inheritance guaranteed from the age of enlightenment mod, this pretty much guarantees that France will be OP in most playthroughs.
You add an outgoing 'edge' from a trade node (in this case, 'Ivory Coast') and endpoint in common/tradenodes/tradenodes.txt
For trade goods: I suspect the BT mod was released before gems and paper were added to the game, so no provinces currently produce them.
Actually, many provinces currently produce gems in Plus Ultra. I just need to add the paper ones. Also thanks for the help.
The states problem is fixed. Test it out and tell me how I should balance it please. :D
I propose this, when your king dies, you get two choices, York or Lancaster. Let's just say you choose Lancaster, then the country divided into two parts.Those (provinces) who supports the York Dynasty should cede to York (new country) while others be part of England.
Note: I believe the allocation of the provinces should be randomized.
In history, the Lancaster family had Scotland and France as supporters, while York had Burgundy.
This part is my own idea, Lancaster king should have a Scottish or French wife (50-50 chance), while York has a wife from Burgundy. That should happen if they accept their help through events.
There's two ways to end this war, one is through negotiation which lead to a Tutor heir. We could have a series of events to make this happen.
Or two, you beat your enemy down, which means no Tutor heir.
During the war, we could have several events like assassination, extra manpower & unrest.
What do you think?
That's too bad, I thought it was a good idea. However, I could research to see if I can make a simple prototype (without any complex) If that works, it could lead me somewhere.
A few hours ago, I've tried to create a simple template. Unfortunately, it didn't work out.