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1. It would be nice to know how to trigger each culture and Counterculture (I Don´t know however if that is realistically achievable with the UI of the game)
2. Some need to be easier to trigger and some less. Like getting rid of "Collectivism" is almost impossible unless you go in the far most cornor of Anarcho-Capitalism. On the other hand i still have not figured out after more than three games how to achieve "Individualism" despite being in the before mentioned corner(with 95%Capitalist).
To finish off I love your mod, it completely changes my style of play and is surprisingly original.
Keep up the good work.
Happy you're enjoying the mod!
Was able to get "Individualism" in the first game with the new update moderately easy I´d say.
So I guess good job on the quick fix.
I thought about what you said and for the next update I'm thinking about making cultures and countercultures into (grouped) simulations with little to no consequence, so you can always check out their inputs. When too high and unbalanced they will trigger their relative situation, and that will be the ideology with its consequences.
Example: Militarist and Pacifist (pos simulations) Cultures can coexist, but a Pacifist (neg situation) Ideology would transform (and perhaps amplify) Militarist Culture and basically make it into a Counterculture (also neg situations) as long as it exists.
I like this idea 'cause I'm thinking of Cultures more like "descriptive" and a observation about how the country is behaving. When cultures get crystallized into Ideologies they begin to have (mostly bad) consequences.
On the other hand, often we don't realize how we are behaving until its too late, and I'm always flirting with the idea of keeping "cultural descriptions", and more of the mechanics that I'm creating, hidden, but this may be a step for another day, assuming I can make this new stuff reliable and intuitive\deducible enough; also more tools\policies are needed...
One thing that does not make much sense to me however is the influence generated by "Stoicism" which should in reality - just by its very nature of not being a culture but rather the lack their of - surpress any "Culture/Counterculture" and support "Pragmatism" instead of "Ideologism".
In more detail:
There are 2(modding complication?) Influences in the policy
At Maximum the first one states - in my current game - Current:-4.09%; Final:+32.07% which stays always at the -4.09% (though the +32,07% does not make much sense to begin with)
The second one is Current:0,00%; Final:-16,35% which also always stays at the 0,00%.
Let me start by saying it may not be the appropriate term and I may be straw-manning here.
I dunno man, having low to no emotional response to everything seems insane (I guess I could say "neuro-atypical") and repressed, it's bound to cause problems and I believe rationality can be easily hijacked by this.
Call it an "just an existentialist bias", but a lack of tragedy in one's life is just a temporary illusion - and I'm deeply suspicious of anything "wholesome".
Anyway, functionally in-game, it does partially work like you mean, as it gives a malus to most negative situation. I view this as more of a palliative (instead of a counter-ideology) as the re-emergence of these feeling is represented by the Neuroticism response.
---About Science Founding
Note that of the two Science Founding inputs to Complotism, the positive one is correlated to Education***
I spotted an error I made here, as Education needed to be negated, so now if you have high Education, Science Founding won't add to Complotism;
I've added a analogous input and now the same will happen with Culture, similarly to how Science Funding generates Scientism which in turn generates Superstition as a reaction.
---About the values being calculated but not being applied.
The only common thread I found is these are all policy effects.
Well ♥♥♥♥, it seems inertias won't work with policies, and I had to remove the one you mentioned.
Then again Secularity->Complotism, with 30 inertia seems to be working, so it may be SOME policies or even just random neurons.
I have no idea what is going on.
I'll have to hunt for all of these. Lemme know if you find more stuck values.
***
You can distinguish these "parametric" links by the clickable white gear at the right of the bar or by right clicking and checking the lower portion of the graph panel - if the gear is not showing or clicking does nothing, it's the damn UI doing its own thing. Insist.
These apparently redundant and\or contradictory inputs are sporadically present in vanilla too, but they also have different parameters and\or different inertias.
Also giving each culture and counterculture a number was a good idea, makes it a good bit clearer how different policy extremes effect them.
Right now it would be a mess of cause and effect switch fallacies and feedback loops that I'm fixing and researching.
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ERROR
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Failed to find skilledimmigration for debug_EthnicMinorities_income,:D:\programming\democracy 4\builds\Democracy4\src\_all_operating_systems\sim\SIM_Neuron.cpp 405
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OK
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