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It depends on many factors; if there is a regional crisis, local economies can all trigger a crisis, which is often the case in the Zollverein: if Prussia enters a crisis, all the countries of the union enter a crisis.
However, in the real world, I believe commercial bonds from poor countries should be even less valuable in developed countries and would not generate such high returns. Additionally, during trade, the fleet is sometimes not consumed, and I’m still not sure if this is due to the mod.
I've been playing on a virtual machine lately (Vicky performance is impeccable that way), but I can't edit the local files there.
FIX TO ARTILLERY ISSUE from Kollo:
A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.
Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
So if anyone has the same problem:
The building files on the mod said: "building_group = bg_artillery_foundaries" and it should be "building_group = bg_artillery_foundries"
But it seems to completely delete the "artillery Foundry" building. The is no one in all the world. So all armies have no organization.
I tried running the game only with this mod, so I am certain this is the mod with the issue.
As for balance, it's not bad but, AI's acceptance for stockpile access is way too high. Making it harder to access stockpile (and give access to yours) would make playing as developed nations much more challenging. Also, I'd restrict stockpile access to ability to do good transfer treaties, so if I'm Switzerland I should not be able to access lucrative stockpiles like Russia's.
It was a long time ago and there is no bug on the central bank levels
I don't know what you call a bug, the central bank capped lvl is at 5000lvl which corresponds to 5B of GDP
I have a question btw. Are central bank level cap bug and similar bugs got fixed?
I've played with this mod enough and seen people write message like you to say that you're right. Indeed, when you play with a large nation that already has a well-established currency at the start of the game and if you know how to manage your economy and finances well, then you can quickly dominate.
But I invite you to play with Serbia, Colombia, Persia, Morocco, Egypt, ... 95% of countries that do not have a bank at the start of the game have an already established currency to see that "the cheat" as you say turns into an unplayable challenge
A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.
Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
I wonder why my Shanghai Stock Exchange can never recruit people, but the AI stock exchange can?
Stock exchanges are buildings that can be bought by any company in the field, so no, if you want to take control of them you have to nationalize them.
no
what are you talking about
because it was a foreign company and Stock Exchanges never disappear when they are historical
Yes!
This mod though is filled with so many amazing features I honestly think should be in the base game (like especially different currencies, and currency strength), and I hope you all continue to make the mod better