Fairly sure it's because the new government types don't have entries in the namelist or something along those lines, so it should be relatively easy to fix.
Fixed it
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Fairly sure it's because the new government types don't have entries in the namelist or something along those lines, so it should be relatively easy to fix.
Are you going to rebalance ship modules and classes at some point? If you are, I would suggest having a look at Foraven's rebalance mod, especially in regards to his giving ship classes various modifiers, that increase shield strength, fire rate and weapons damage, the bigger the ship class is.
Hi Naselus - I've looked through the change log and get the impression the mod is very resource and economics oriented. There seem to be only minor changes related to pops/factions, which are the biggest shortcoming in vanilla by my estimation.
Am I misreading? I admit I haven't read the entire thread, only your first page of summaries. Are these things you plan to tackle in the future? Can they be enriched meaningfully with mods?
Shame about pops, but your intentions for factions sounds great! Thanks for sharing the link.POPs can't be altered much. Factions, on the other hand, are quite malleable and have undergone a fair bit of work already; we're currently working on a complete overhaul for them. I see both the political and the economic parts of the game to basically be just chunks of the 'internal management' portion of the game, which is the bit which is sorely lacking all round.
This post (along with several of the other dev diaries before and after it) outlines where we're going with ethics, factions, leaders, governments and policies (which will all be closely linked into one another): http://forum.paradoxplaza.com/forum...-and-content-mod.926284/page-29#post-21456832