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Ideally you can do it in a balanced way without crashing their economy. imo the perfect blend is enough population for them to farm their arable land and extract their resources, but not enough to build industry.
I feel like their could be some tweaks made to the balance so that you can enable extraction economy to.. you know.. extract resources, wealth, and some population from their states without completely crippling them
The bug was that it wasn't being *removed* when the economy was fixed...
If you have vassals who already had reasonable economies, and you're enacting extraction economy on them, you're going to want to make them close their borders first.
I'm unfortunately still getting the "Extractive Colonial Administration" modifier. I just unsubbed, resubbed, and started a game as Great Britain. Enacted extractive economy and the modifier popped right up. That modifier unfortunately kills me being able to use the mod since it ends up with vassal states losing way too much population and collapsing
Any idea why the fix you pushed out isn't showing up despite resubbing to the mod today?
In my current game only ~half of major cultures have managed to gain a single obsession by 1890. What you're describing sounds like it's significantly more than that.
Wanted to give some feedback though on one specific feature which I don't feel is working as intended. Even if its true that obsessions were super rare in vanilla, I believe obsession spawn chance is overtuned in the mod. Every culture seems to get an obsession in the first few months of every playthrough now. Even those that already have one. And thats before prestige goods come into play, which increase the chances several times.
I don't know if the base chance is just too high (given it's 8 times vanilla and used to be 40), or there's something else at play. But I personally don't feel like every single culture having 2-3 obsessions by the mid game shouldn't be the norm.
I feel it can also be having a somewhat negative effect on AI, as, while obsessions themselves aren't "bad", having many obsessions early game can make the earlier smaller economies rather unbalanced and harder to handle.
If I'm able to reproduce it I'll advise whoever about the cause tho
- Fixed the error spam (error didn't mean anything anyway)
- "Extractive Colonial Administration" modifier should now be removed when appropriate
- "Legacy of Extractive Administration" modifier may be applied (and later removed) in some contexts
Also, will be pushing an update with a solution to that as soon as I can solve the other problem I'm working on too
[05:32:30][jomini_script_system.cpp:247]: Script system error!
Error: Left side and right side during comparison were of different types (left was 'state', right was 'country')
Script location: common/scripted_effects/MoG_refresh_sol_modifiers.txt:4
common/on_actions/MoG_SPA_sol_on_actions.txt:26
A) go comment on the right mod (PLP)
B) provide more information about what you're experiencing (pops from which cultures, to where, from where, how fast, with what laws on each end, migration attraction each end, etc.)
If your laws are broken, take it up with whichever mods you have that change laws.
Migration LAWS, the LAWS aren't touched in this mod, and those can broken all on their own
Yes
@DivineEnema
This mod has no impact on migration laws, other mods broken migration laws can absolutely impact this mod.
I'm looking into an alternative approach that won't spam the error, but at the moment the error means its working properly.
Error: Left side and right side during comparison were of different types (left was 'state', right was 'country')
Script location: common/scripted_effects/MoG_refresh_sol_modifiers.txt:4
common/on_actions/MoG_SPA_sol_on_actions.txt:26
- Added a rework of Expected SOL from Literacy (feat BrokenRobot)
- Fixed vanilla job satisfaction not properly mathing job satisfaction when qualified for better jobs
- Expanded localisation to support all base game language options