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"mult" to "add"
it should be in base game to have 'infinite' tech like in civ6 so that your research still have a purpose
Society window is a bit weird
I managed to somewhat fix the issue by altering a few files to make the base structures produce marginally less wheat.
If you wanted to test further, the easiest way would be to start a game as EIC or China, use "researchall", then just play normally. The only reason any structures remained profitable at all was that I use the additional production methods mod so the farms also make wine, tobacco, fruit and so on.
This isn't really an issue with resources, which are already kind of innately scarce and have demand in industry—but for agriculture, you can end up producing so much wheat that the price crashes and will never return to profitability. If you then open your market, a country with enough arable land can basically crash the entire global economy because your wheat is so much cheaper that no one can grow it profitably.
I might suggest that agriculture should have other bonuses than throughput or, at least, that those bonuses should not apply to buildings that produce wheat. Other goods are far harder to produce (so the game doesn't see them as essential), but when a large country is making 100% more wheat than they were supposed to, the reverberations are severe.
此时同时加吞吐量,直接加到消耗100工具生产500铁和消耗100铁生产500工具,2个厂最终能余下400铁和400工具.工人数没变但是最终余下了更多的产品,这些产品就能去生产别的东西,提高生活水平
而且纸张缺是因为一千级摩天大楼消耗的纸太多了,就算它不加行政部门吞吐或者你一个行政部门都没有,造完后的纸用量也够喝一壶的
举个例子工具厂和铁矿是互相作为输入和输出的.用新方法之后投入和产出都增加,同样的工人数能余下更多的的工具和铁矿,这些余下的物品就能更多的用到其他建筑,让它们产更多东西,提高生活水平.直接加吞吐量也是一样的道理
而且不只是这个问题,加政府建筑吞吐量还会导致政府费用消耗过大,我曾经试过建一千级摩天大楼,那个加行政机构吞吐量很恐怖,基本是百分之几万,然后政府吞吐量过大, 消耗就会急剧膨胀,然后……然后就寄了,不过这个倒是好解决,直接裁员就行,降低规模,不过就是比较容易涨激进派(科学就是第一生产力hh)
Here are some mods that change this value, but they are all static and change it at the start of the game
你们觉得缺什么资源?我想大概是油,木头,种植园作物和鱼.我可以把这些建筑的吞吐再调大些,比制造业大,这样资源产量会增加得比制造业快,就不会那么缺了
这种科技的风格类似群星的循环科技,而不是v3原版或者群星循环前那种更丰富的科技