According to the Workshop page, it should be updated like today.I also had this issue, it turns out that it's because of Anbeeld's AI mod, after disabling it it works fine. It's a shame because that's such a necessary mod.
According to the Workshop page, it should be updated like today.I also had this issue, it turns out that it's because of Anbeeld's AI mod, after disabling it it works fine. It's a shame because that's such a necessary mod.
Maybe. But maybe it's named after the guy the tea was (allegedly) named after...it's named after a brand of tea?!?
That's great to hear!According to the Workshop page, it should be updated like today.
Definitely right. Actually warfare is completely unplayable and unsatisfiable.Please, Paradox team, add more management options for ruling generals and armies! Such as replenishment of batallions, merge of general"s army and garrison army, change commander, replace commander in HQ, and others! Now management of army is very difficult and weak. It first important need for player!
Stop crushing my dreams with you facts!Maybe. But maybe it's named after the guy tha tea was (allegedly) named after
...or maybe his son... or grandson...Charles Grey, 2nd Earl Grey - Wikipedia
en.wikipedia.org
Rebalanced Power Plant production method
- Power building group is now in Heavy Industry, not in Urban facilitiesBureaucracy tech no longer uses the same localization key as bureaucracy concept
- building_government_administration has now unlocking_technologies = tech_bureaucracy
instead of bureaucracy
Fixed overflows in politics related math that could lead to weird values for political strength of pops, or amount of votes in elections, and other such things
- changed political_strength in common/buy_packages/00_buy_packages.txt
Fixed the large starting unemployment in several Decentralized Countries
- building_subsistence_output_mult change from -0.15 to -0.10 and building_throughput_mult change from -0.15 to -0.10Skyscraper now has a Trade Nexus base PM as an option for Bureaucratic Nexus
:pm_skyscraper_bureaucratic_nexus = {
texture = "gfx/interface/icons/production_method_icons/skyscraper_bureaucratic_nexus.dds"
state_modifiers = {
workforce_scaled = {
building_government_administration_throughput_mult = 0.25
}
}
building_modifiers = {
workforce_scaled = {
building_input_paper_add = 25
}
level_scaled = {
building_employment_laborers_add = 1000
building_employment_clerks_add = 2500
building_employment_bureaucrats_add = 1500
}
}
}
pm_skyscraper_trade_nexus = {
texture = "gfx/interface/icons/production_method_icons/skyscraper_trade_nexus.dds"
country_modifiers = {
workforce_scaled = {
country_trade_route_quantity_mult = 0.25
}
}
building_modifiers = {
workforce_scaled = {
building_input_paper_add = 25
}
level_scaled = {
building_employment_laborers_add = 1000
building_employment_clerks_add = 2500
building_employment_bureaucrats_add = 1500
}
}
}
Alaska Purchase decision now has significantly easier requirements
:# was:
possible = {
owns_entire_state_region = STATE_WASHINGTON
in_default = no
taking_loans = no
is_at_war = no
root.gdp > 60000000
c:RUS = {
relations:root >= relations_threshold:cordial
is_at_war = no
OR = {
in_default = yes
taking_loans = yes
}
}
}
#is:
possible = {
owns_entire_state_region = STATE_WASHINGTON
in_default = no
taking_loans = no
is_at_war = no
c:RUS = {
relations:root >= 0
is_at_war = no
taking_loans = yes
can_take_on_scaled_debt = {
who = c:RUS
value = c:RUS.scaled_debt
}
}
}
They've already said warfare updates will be in an upcoming free patch. My guess is it'll be the focus of 1.2.Definitely right. Actually warfare is completely unplayable and unsatisfiable.
I made mod, where i rework battle system, now battles for 1-2 days, losses lower, more morale for minor countries. But interface of management armies is hardcoded for me and I can not change replace of general in HQ and replenishment of armies. https://forum.paradoxplaza.com/foru...-russian-empire-total-conversion-mod.1558187/Definitely right. Actually warfare is completely unplayable and unsatisfiable.
a teany detail...it's named after a brand of tea?!?
Yeah, I don’t see why unification should be easier, and why Nationalism is no longer part of the formation of these two nations. This is the only thing that feels like a step back.This is an interesting choice. Given that nationalism was central to all three unification projects, and that these unifications were already trivial to accomplish, why was the requirement to research Nationalism removed?
You missed it in previous games.View attachment 923336
is this new or did i miss it in previous games?
Ah, and here I thought they had upgraded to proper 64-bit integers.*Fixed overflows in politics related math that could lead to weird values for political strength of pops, or amount of votes in elections, and other such things
- changed political_strength incommon/buy_packages/00_buy_packages.txt
Stellaris does this, too.In light of Anbeeld's AI mod being temporarily broken with the new update, maybe this is a good learning opportunity for the dev team. An opt-in open beta a la HOI4 can help modders create compatibility patches in time for the full release, and it'll provide some earlier bug/balance reports too.
Don't wanna make things too hard for the new customer baseThis is an interesting choice. Given that nationalism was central to all three unification projects, and that these unifications were already trivial to accomplish, why was the requirement to research Nationalism removed?
Agree, not to mention the plan economy approach with the tedious task of micro management every building chain and oh yeah i just said it over 1000 times simply no stockpiles; as they are 'abstracted' i do love the strong phrasing how to defend and vision out the game design, few game dev studios have this grammatical talent.Definitely right. Actually warfare is completely unplayable and unsatisfiable.