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I dont use other mods.
I played vareity bevore and i found it, but it this time it seems that its disappered
It specfically bothers me that theres a giant control debuff for owning multiple subjects. It punishes you for trying to find a way around blobbing, since often you do need acquire important resources. It makes entire power bloc playstyles like sovereign empire not only unviable but just frustrating. It doesnt even make sense because i can turn the entirety of india into a super-puppet with no consequence but if i happen to have 4 tiny vassals in germany get a significant malice.
Its unfortunate that the Project Variety No Control Submod is outdated. This mod is fun and addicting to play but some of the recent additions seriously affect player experience.
Hipho's final suggestion of adding more mechanics to increase control is a more constructive and detailed version of something ive mentioned before. Control doesnt feel like a scale, it feels like a mechanic constantly fighting against things the player wants to do and restricting playstyle.
Regarding Control, I will correct some of the previous timed JEs to make them more doable, and I'd also love some more feedback regarding the possibility to raise control through various means; since I'm a solo developer, what I lack the most is creativity regarding alternative solutions to different problems.
In summary, I believe that Control can be a fun mechanic to keep the mod, but there still needs to be more methods to manage it because of how central it is.
Should the control mechanic get removed (or extremely toned down so that negative modifiers are probably 10% of what they are now), I would much, much, much rather play this mod than ever go back to vanilla, but as it is now, I would honestly prefer Vanilla as it would let me play wide.
My experience was a bit mixed however as the nation I played on my first round of this mod was the Sassanian empire, and I took the path where I united the entire sunni muslim world by marching all the way from the Levant to Morocco. I've seen from the comments that you have got a lot of flak for the control mechanic already, but it does not integrate well for quite a lot of content that has already been added to your mod, as shown in the above example. There is no way to keep control at a manageable level while pursuing some of these objectives.
when the AI is at 90% control they get +40% conscribtable battalions?
but when 100 or 80% controll they get 5/3% more batalions?
LOOK
this mod is GREAT
its fun
but PLEASE
dont make the ai cheat THIS much
I would really appreciate if you or someone else added a game rule to remove it, I think the mod suffers from it.
The inventions don't really make the groceries building better either - inventions for many other buildings are often better.
I would like to see the sugar output of the farms PM increased a little bit for balance reasons.
Also the fact that the secondary PM for farms that replaces 10 grains with 5 fruit and 5 sugar in vanilla here replaces 10 grains with 5 fruit and 1 sugar makes it almost impossible to really play with the groceries industry as any country that doesn't have access to sugar plantations. Maybe this is intentional but considering that the private queues and AIs are still building groceries nonetheless that just ends in one of the least profitable urban buildings sitting empty and using up infrastructure.