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Ilmoita käännösongelmasta
Specifically: requiring 100k excess labor for a new building instead of 5k means that the AI will be wanting to keep around a ton of peasants; and requiring 25m pops in incorporated/10m in unincorporated states instead of 250k/1m for a new good to be introduced means that the vast majority of countries will never be able to introduce a new good they've unlocked through technologies or that they didn't already produce at game start.
Surely that is going to cripple the AI isn't it? I like the concept of the mod, but these changes seem massively penalizing for non-player countries to even begin to function properly.
@Player4 and @Sunarian that's a great idea! I initially wanted to do slot allocations for urban buildings. Just like companies but I would need to do the whole gui and figure a way to script it and at the end of the day effort required / end result ratio was very bad on that one :D So I figured current implementation would be the simplest way to get something in that ballpark. But yeah next iteration would be just tie-ing construction to urban centers.