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Rapporter et oversættelsesproblem
I think RIS was able to manage theirs a bit better since they discovered why the bug was happening around a year ago. Iirc they had a few devs that worked on the game help identify the issue. But the best work around would be to find stuff thats a happy medium between this and vanilla until the bigger overhauls/maps cut down some of the things that cause the corrupt saves (or if CA ever contracts the devs to fix this, but thats unlikely)
The bigger map makes this issue a bit bigger as well. RIS ended up having a patch a while back that reduced income amounts, cut out some of the added building types/added drawbacks to limit population bloating, etc etc - which only ever helped push back the estimate for corruption. Unfortunately there is only so much you can do with that kind of issue since its with the old engine.
Bad news, that happened around 105 BC
When I start as Veneti, on turn 2, Macedon and Athens become my protectorates, and various other nations sign auto trade agreements with me. Only other mod is Mundum Vincere: 4 Turns Per Year. Can you confirm if this is a bug for you guys also?
If a Roman settlement has no political building, it suffers a -100% penalty to Law and a -50% penalty to Happiness. It is therefore necessary to build either a Praefectura or a Civitas Stipendoria on the first turn. A Praefectura provides a significant bonus to Law, but is otherwise a dead end. A Civitas Stipendoria unlocks the two main chains:
Civitas Libra -> Civitas Foederata. Civitas Foederata unlocks auxilia units. These buildings boost Happiness and Trade at the expense of Tax revenue.
Colonia Latina provides the most Growth at +1.5%, while in all other ways it is worse than the Colonia Romana.
Any Civitas building can be replaced by a Praefectura if the public order gets out of hand and you need the Law bonus, and a Praefectura can always be replaced by a Civitas Stipendoria, but once you build a Municipium Secundarius you are locked into that chain.
Civitas Stipendoria: Happiness -15%, Tax +10%
Civitas Libera: Happiness +5%, Trade +10%, Tax -5%
Civitas Foedorata: Happiness +10%, Trade +10%, Tax -10%, unlocks auxilia units
Municipium Secundarius*: Law +5%, Tax -5%
Municipium Primus*: Law +5%, Happiness +5%, Tax -5%
Colonia Latina*: Law +5%, Happiness +5%, Growth +1.5%, Tax -10%
Colonia Romana*: Law +10%, Happiness +10%, Growth +0.5%, Tax -5%
*All Municipium and Colonia buildings unlock the normal unit roster
@gfront55 it would be great if you could put this in the mod description to help new players, obviously changing anything I got wrong.
It adds a lot to not see those time-traveling siege experts from the imperial age into my republican armies.
but if disabled the game crashes always to windows
-Coffee
I am also finding it impossible to naturally grow an Italian City to Huge City for Marian Reforms. Even using Temple to Juno (for population growth) and a Governor with followers to boost growth, Population stagnates (after everything has been built) around 28500 of 32000 needed... So do I HAVE to do massive peasant armies --> disband them inside the city, to force the upgrade?
Otherwise, great mod so far!
something like this is scaled for me when I click start and it says "start camping"
can someone help