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I don't really know the detailed lore
Although the balancing is vastly different.
Regarding strategic goods, they should be influenced by goods produced, primary way is just deving tho.
I'll tweak it to be less aggressive with wool.
Because while I really enjoy seeing new trade goods in my games, the end effect of the buildings is that there are almost no wool provinces by 1550 because they have all been changed to the much better cloth provinces.
In addition, Hul-az-Krakazol missions seem to have a few needed changes, such as changing north and south_haless_superregion to gozengun and vimdatrong_superregion respectively, and krakazol_into_darkness having some additional triggers in base Anbennar, along with a change from cb_humiliate to cb_humiliate_triggered, though I'm not sure what the last one's effect is.
Krakdhumvror's missions also have some changes, most of which are in regards to changed provinces and areas for some missions triggers and effects, though I'm not sure if those are intentional changes on your end, but also referencing the irrigation changes already noted above and setting a different country flag in krak_great_mines.
Im looking further into it but at least its a bit more easier to know what to look at.
fixed
thanks!
For now I'm just going to build another steam engine assembly line before peaceing out, but would be good to know roughly what caused the number to go down.
Thanks!
When I sign a peace deal, I'm finding my resources suddenly crash. I'm wondering if the resources in my empire are based purely on production, or if they are also fed by trade? My only guess is that the OE reduces my trade power enough that I lose the Zinc I need for steam engines... my other resources should be comfortable.
If I click through all the missing resources and recalc, it still shows that I have enough resources for everything. But my steam engine usage looks a bit buggy... in the recalc it suggests I'm using >10x what I was using before, so should be in deficit... yet it seems to add "used" on to "total" instead of subtracting from it. but on the next day tick it fixes itself, and I'm out of resources again.
I've also checked to make sure the provinces I'm taking don't have any factories in them, and I don't see any issues there.
Do you know what could be causing this?
Hover over trade strategic resources name to see which resource you are lacking
then find a province with that resource and develop production to increase your amount (can just focus one province or develop production in many same provinces)
There should also be a decision button that you can continually press to delete "no resource" building
if you have enough resources, that will be the end of it. If not, no resource building will continue to appear until the issue is resolved.
Also as for the dwarves with no feudalism thing, this is because in the public fork, the dwarven tech group was changed to west_dwarven. This hasn't changed in the steam version of Anbennar yet, but when it does the tech group will need to be updated in the institutions file
usually other mod incompatability/overwriting
or graphical mod touching something
can be other stuff tbh but difficult to say
I also went over the chance/locations for other vanilla goods and now they are closer to the up to date version of base mod chance/locations
- Fur bonus of 0.5 prestige changed to 15% caravan power.
- Carmine Dye bonus caravan power replaced with 0.5 prestige.
- Chinaware bonus changed to +1 diplomat instead of legitimacy types.
- Whaling local province modifier changed from production to tradegoods modifier.
Tree of Stone region now has a high chance of amber. Do tell if the frequency of goods becomes out of whack. But thematically it should be neat.
@NateScout
i started up a game and the dwarfs such as duran blueshield, krakdhum, verkal and ovdal start with feudalism. Is that not the case in your games?
Try resubscribing if you havent already, I don't touch institutions so it shouldnt be something on my side
its now part of foundry district