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I guess they would have to build up a bit before they have "real" armies, but this is unreasonable. The zombies auto win vs anyone, but the pentagon, garrison remnant and federal authority who can build troops. Tried unlocking all techs an build all buildings with commands and unless I missed something the "survivor" religion settlements aren't allowed armies ever.
So yeah besides the 3 main settlements humans are unplayable unless I am missing something. Great mod though looking forward to the updates
@Danwar Good idea.
- Looting: While colonising, no maintenance/or even a buff for income.
- Extermination: Same as native repression.
- Emergency borders: Very fast colonising but extremely high unrest and autonomy (this is like blocking off the areas entrances and exits while still having zombies to kill inside the area)
I'd also suggest that Fortifications should increase hostile attrition rather than or as well as flatly buff defensiveness. Particularly the Machine Gun Implacement.
I think giving nations the standard one priest is good, or otherwise, you will kinda force players to pigeon into picking religious ideas just to get a priest to convert. As a result, it will make choosing ideas bit more "difficult" I guess since you get 3 ideas to try and build your nation.
also +1 on reworking on wars for survival. While you fight zombies for survive, people don't always immediately claim the land. It feels bit cheaty and "unrealistic" in comparison to other zombies related media.
Otherwise, will wait to see how well this mod fleshes out. Kinda reminds me of rebuild games, where you go out and claim land and survive against zombie hordes, etc.
and zombie is easy-mortal(lifespan modifier is mystery). maybe can solve that?
add election to human, and give immortal modifier to zombie(can modify immortal modifier)
First of I love the mod I can give the feeling of staving of countless hordes of zombies with clever fort placements and the stupidity of the (ai) zombies although some things can break it
1.
Don't let me accept zombies as a culture, getting to remove the big intolerance maluses from having zombies, with tolerance ideas, and the burgur privilige for more tolerance. Combining those makes having an empire of zombies as a human into a 10% goods and tag reduction instead of an existential threat.
2. Developing provinces
The base values per dev for the different categories has changed a bit in the mod which I think is a great idea, but dip/tradition production dev clicks are very weak.
A dip dev is equal to 0,1 tradepower+some ship building speed
Of which no ships can be build and if they could it would be a tiny buff with multiple provinces with naval acces
To compare that to a trade center, 1 dev of dip mana a lvl 1 is equal to 50 dip dev, lvl 2 trade center is 100, and lvl 3 is 250 dip dev. The other two are much better, manpower is always a question of need, but adm dev is simply better in every way. Adm dev increases goods produced and tax and tradepower. Almost always granting more trade power than dip dev unless it is a province producing corpses. This just makes it so that the owners of the 3 centers of trade gain all the trade income above anyone else.
3. Idea groups
I think make unique idea groups for the mod would be perfect. That said some groups right now humanist is out of control. Again nerf or remove tolerance. Add flavour like changing religious to cure ideas if religious conversion is the way you want to simulate purging zombies (also a slight buff could be nice).
4. Curing infected
I think the devastation/infestation is nice as is as a representation of taking control of a province, but I think exterminating/curing the inhabitants should be changed at least if you keep missionaries as a way to change them into humans make it easier and add more ways.
Bucket list of smaller details I think would be nice to change
- Getting +5 on dice rolls on home provinces with with forts is ridicules and easy to get
- Being constantly at war with zombie hordes prevents upgrades to trade centers and seizing crownland at all, maybe make it possible during war
- Zombie hordes are effectively extorted of wealth since their goal is the capital, make it harder to exploit zombie hordes for ducats when they declare war again next month anyway
- A cure mcquffin could be a nice late game objective, institutions aren't used maybe make some crazy condition for a cure institution to spawn the cures provinces it spreads to
zombie_variants.1 : stability -1
zombie_raids.1 : devastation 10 / MP cost(with bug, has not increase 5 devastation)
airstrip.1.t : add cash + MP
for example, many OPM survivors reach 100 devastation in their capial, with zombie_raids.1 spam.
how about add cooldown to that events?