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I hope this helps!
I see... It's weird to be playing as Aztecs and all of a sudden get muslims in a random province in 1485.
I noticed this too, migration should have some limits because native americans are getting converted to other religions way too easily with the migration events. Maybe exclude the american religions from getting the immigrants events or something else.
Mexico City - Overdevelopment
You didn't give me much to go with maybe because your frustrated, I don't know. But I will make some assumptions:
Province is less than 40 dev, is owned by a 2 province native that is a native government and has not reformed, that remains at peace, doesn't build any buildings, pretty much doesn't do much but sit there from 1444 - 1510. Also assuming you are going speed 12 (1,000% development speed).
Base - 365 days * 1.153 for Mexico City * 600 for Native Council & Tribal Governments * 48 for the years of 1444 through 1490 * 0.1 for speed 12 = 3,321 years for event to fire
Same with province above 40 development:
.... * 350 = 1,162,224 years for event to fire
Same with say less than 40, but government is a monarchy, Mexico City has a temple and development speed is 14:
Base - 365 days * 1.153 for Mexico City * 48 for years of 1444 through 1490 * 0.9 for the Temple * 0.01 for speed 14 = 182 days for event to fire
But wait, there's more - I've got "cooldowns" in there too, lol.
At speed 12: Event cannot fire more than every 342 days
At speed 14: Event cannot fire more than every 114 days
Oh, and let's not forget the actual development stuff, right? So when it actually does fire -
13% chance for 5 dev / 14% chance for 4 dev / 14% chance for 3 dev / 15% for 2 dev
Let's go with great luck! 1444 to 1510 = 66 years or about 24090 days
So event firing every 182 days would fire 132 times and with solid luck, that would be as much as 600 dev.
But there are stops for that too. For example, if it is 1505 and the province was 53, that would factor 325 on the above numbers entirely changing the event firing rate.
Not to mention, you never did let me know the speed your playing on. If you are playing on the recommended speed of 7 and not the ridiculous speed of 14, then the event cooldown would limit it to 912 days or about 2.5 years (hard limit).
This is a vastly different frequency and at 2.5 years across 66 years, the event has a chance to fire 26 times which at best luck would be 132 additional development ontop of the starting development.
And all that isn't everything that is taken into account. Wars, sieges, provinces nearby, too much to list.
I want to fix but need more details. You mentioned it was ok for some time and then it went up, that makes me think that either a colony took it or maybe the native reformed government or something?
Last, a province that is 138 in 1510 may be equivalent to a 71 development province in base game. I point this out because the mod scales things so a 30 dev province is honestly crap in this mod; it's as if it were 10 dev in base game. Almost everything is scaled differently.
It does impact HRE somewhat. They way the HRE has been adjusted I cannot tell you that what you experienced is or is not normal. I can talk about chance though.
With the HRE, it is more a hit or miss now.
On one hand, the emporer gets less authority modifier but some has been put upfront (it's spread now), the emporer can make more free cities and the HRE can function with only 20 members; all of which could help form. But the biggest change to get it to form is the AI changes rather than HRE changes - AI emporers now 'care' more to maintain HRE integrity (release vassals, liberate nations, return provinces, etc) rather than 'eat' the HRE.
On the other hand, members of the HRE get a lot more bonuses. Religious governments get a ton of taxes/income, free cities get income bonuses as well, republics get republican tradition, all get production, reduced building cost, naval forcelimit, land forcelimit, moral, discipline, plus more. In addition to members get powerful bonuses, they also do not want the emporer to succeed.
In fact, if you played as a member, you may just think it was too easy to kill the HRE from within. But if the Emporer plays their cards just right, you may not be able to stop them, at least not without help from AI.
It's hit or miss with the chance of the HRE falling apart being the most probable.
I have run several tests and still couldn't get to observe the HRE forming but one of my friends did.
What's funnier, is because the IA modifier was reduced, in your game, if the emporer made the second to last reform in 1549 and there is a religious mess, there may still be reduced IA from religious members to where the Emporer may never reform HRE or maybe some countries deny and declare war when the reform is done. This is especially true since AI subjects may develop now more than in base game and grow more liberty desire as a result.
And last, when the war breaks out, there is a large chance that lots of Germans may emigrate to the new world to avoid the massavie internal conflicts. This would be represented from losses in development and/or possible german culture in the new world.
"Hey, I think it may be a glitch, or maybe it is just unbalanced, but my heirs always manage to drop down to 2/2/2 or something close because of the "Heir Education" event, that always gives me -1 skill. Is there a way to cahnge it? Am I doing something wrong?"
There is nothing wrong or a glitch with the heir events. They are setup as "a roll of the dice" so you would just have bad luck. How bad? Really bad. Because the chances are actually skewd in the players favor. So technically, you are right about it being "unbalanced" - but it's "unbalanced" for you to win. Check it out:
66% chance your heir will receive admin/dip/mil or a beneficial modifiier for the country.
36% chance your heir will lose admin/dip/mil or get a negative modifier for the country.
So my friend, your luck isn't kind. But you can do something about it, you could play a country with a different government type like a republic. I imagine you would like the republic because there is no chance to lose. So then since you never lose, I think you wouldn't say it was glitched then. :D
I have some other mods enabled but only this mod tempers with the monarch powers a leader can have.
I got this monarch after declaring independence from a pu. I don't know if that matters though.
That was just the luck of the dice. I would highly recommend you kill your leader, lol.
I have adjustments planned for this, please be patient. Thanks :D
The “Lost Siege” effect will go away after a Reconstruction Event occurs. These events fire as:
Required
- Country is at peace
- Province is controlled by owner
- Province is a core
- Province doesn’t have modifiers: Drought, Flood, Famine, Plague, Earth Quake
Base time for reconstruction to happen: 10 years
The following increase time:
- Province is a territory
- Province does not have owner culture
- Province does not have owner religion
The following reduce time:
- Province is a core
- Province has 1 or any combination of the following buildings: Marketplace, Trade Depot, Stock Exchange, University, Workshop, Counting House, Temple, Cathedral, Courthouse, Town Hall, Wharf, Weapons, Textile, Plantations, and Trade company
- Country has 50 admin, 150 admin, 200 admin, 250 admin, 300 admin, 350 admin, and 450 admin.