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International Organization and Decolonization currently cause collective infamy increases of 100% towards all nations and an additional 90% towards unrecognized ones.
Considering that WW2 happend under the League of Nations, I feel that the infamy increases for the International Organization tech should be reduced to 25% towards all nations. Infamy gen towards unrecognized should be completely removed from the tech. Maybe reduce the Prestige gain down to 25% as well in order to balance it out.
As for Decolonization, I'd like to see it ONLY give 75% extra infamy generation towards unrecognized powers. I would replace the +50% extra infamy generation with +100% subject base liberty desire growth.
Neoliberalism also seems a little out of balance. I am aware that it requires Keynesian Economics first, but -25% shopkeeper investment means that shopkeepers wont invest at all. Its a flat modifier, not a % one as it is the total % of the money they make they are willing to invest. If that value is for example at -12%, they won't invest at all.
On the other side, capitalists will, under Neoliberalism, invest OVER HALF of what they earn. There is a reason LF only gives capitalists a +25% modifier.
This is what I recommend be done about it:
Keynesian Economics loses its -10% capitalist and shopkeeper contribution. This is replaced with -25% political strength from wealth. Minting and authority should both be lowered down to 10%
Neoliberalism keeps everything but the investment pool contribution modifiers. Shopkeepers lose 5% IPC instead of 25% and capitalist gain 15% IPC instead of 50. A +50% political strength from wealth modifier may also be added.
Changes as a TLDR:
International Organization
Infamy generation from unrecognized powers +20% -> Removed
Infamy generation +50% -> +25%
(Prestige +50% -> +25%)
Decolonization
Infamy generation +50% -> Removed
Infamy generation from unrecognized powers +70% -> +75%
Added -> subject base Liberty desire generation +100%
Keynesian Economics
Capitalist investment pool contribution -10% -> removed
Shopkeeper investment pool contribution -10% -> removed
Authority +30% -> +10%
Minting +30% -> +10%
Added -> Political strength from wealth -25%
Neoliberalism
Capitalist investment pool contribution +50% -> +15%
Shopkeeper investment pool contribution -25% -> -5%
Added -> Political strength from wealth +50%
I hope my concerns about the balance make sense. This is a great mod and I'd like to see it be further developed in the future!
I really appreciate your effort. About Keynesian economics and Liberalism I have nothing to say, I misunderstood the multiplier variables of shopkeepers and capitalists, so in the next version their modifiers will be modified, probably as you propose.
As for International Organization and Decolonization, your rebalancing ideas work, but I would like to keep some unrecognized infamy in International Organization to better represent the period (In 30s colonial conquests started to look anachronistic, and for example Italy was heavily penalized for its war against Ethiopia).
I will probably keep an infamy of 0.25 for unrecognized in international organization and an infamy of 0.5 for unrecognized in decolonization.
Thanks so much!
I suggest add a technology "Gasification" and a production method group which turn fossil fuel into "Town Gas" which not so economically to produce compare to development of natural gas supply and transmission nowadays.
Also you can add a production method group to vanilla oil rig and coal mine. The oil well's production group call "associated gas" and the coal mine that call "Coal seam wells". that produce small amount "natural gas" so you don't need to touch the map data as few as possible.
Existed Tech
Technology name - Natural gas extraction or Selective extraction[Require Research Natural gas extraction]
- Oil rigs[Vanilla] -
Unlock Production method group - "Associated_gas" -
Production method - No gas extraction
Production method - Associated gas extraction - goods_input_engines_add
goods_input_electricity_add
goods_input_tools_add
goods_output_gas_add
building_employment_machinists_add
building_employment_engineers_add
- Coal mine[Vanilla] -
Unlock Production method group - "Coal_seam_well"
Production method - No gas extraction
Production method - Coal seam well gas extraction- goods_input_engines_add
goods_input_electricity_add
goods_input_tools_add
goods_output_gas_add
building_employment_machinists_add
building_employment_engineers_add
New Tech-
Technology name - Gasification
Tech description- Gasification is a process that converts biomass- or fossil fuel-based carbonaceous materials into gases.[Probably find another source other than wiki]
Required technologies - Combustion Engine,Synthetic Fuel, Natural Gas Extraction
New building Gasification Plant or Hydrogenation Plant[Existed Mod Building]
Unlock Production method group "Fossil_Fuel_Gasification" or "Gasifier"
Production method No Gasification
Production method "Coal Gastification"
goods_input_coal_add
goods_input_water_add
goods_input_engines_add
goods_input_tools_add
goods_input_electricity_add
goods_output_gas_add
building_employment_machinists_add
building_employment_engineers_add
Production method "Oil Gastification"
goods_input_oil_add
goods_input_water_add
goods_input_engines_add
goods_input_tools_add
goods_input_electricity_add
goods_output_gas_add
building_employment_machinists_add
building_employment_engineers_add
But could a submod that increases the amount of raw resources theoretically be made? I usually play with extra resources mods, and due to the way these kinda mods work, you have to choose between having access to more resources or all the new resource buildings
I dont have any specific suggestions for techs right now id have to think about them but having some continuation of the socialist side of the tree would be nice
Future patch (Not oncoming one) will be about custom modern laws. So, could be added multiple tech choices different from Keynesian economics (with a pre-technology of economic dirigism) or neoliberalism (Like socialism with Chinese characteristics... state capitalism).
It could be produced by city centers under certain circumstances (affordable housing PM for example)
And housing developers that could have multiple pms for low, medium and high class housing.
Maybe housing consumtion in a state could increase the ceeling for max pops in the state, not sure if the engine allows this.
Have you thought about integrating a more company mod or add more yourself for the new industrys?
Great work, 10/10
I will probably add something similar for tourism in the future.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489465887
I Also suggest adding a command line "required_input_goods = electricity" to check rather that state have a power plant to provide electricity in new modded "production method" that require electricity input. Although this is not an necessity. But it sure as a helpful feature that play as a Great Power when you got too much states to handle.
P.S. I found some has "required_input_goods = electricity" some do not. Maybe waiting for an update later. like just the "Modern HealthCare" production methods in "Urbancenter" ?