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Woah, cool to actually see you here! Thanks for reading, I really appreciate that!
The balance is centered entirely around that Mod, as it is my main project.
I plan to have a line of ideas in the politics menu dedicated to the building speed of these special buildings which are added/removed by decisions so they are not a "one and done" deal.
The bigger limiting factor would be Paradox's coding itself.
for example; Azura had the wonderful idea of having Air-Academies/Schools require an airport (great minds think alike lol) to be built in that state, a limit similar to how Naval academies need to be built in coastal states.
Unfortunately, this is not possible in the ##_buildings.txt files alone.
While I could, potentially, make something similar to what I believe Black-Ice has in the scripted files or on_actions, that is unfortunately, for now, outside of my ability to make.
You made excellent points in the discussion board, several of which I've been working on since before this particular mini-mod was even made.
So kudos to you for spotting these issues right off the bat
For those asking for compat. patches and making submods for larger mods like EaW, well, I've never installed EaW, so I'm likely not the right person to ask.
TL:DR; This is something I thought would be nice to share while I work on a bigger mod
Hey, thank for taking your time to read my mess! I really appreciate the fact that you decided to read it
Like I said, it likely isn't possible to really do my air-school idea because of PDX coding. Which according to you, is correct without one major workaround that would blow the boundaries of a simple building mod.
When it comes to building balancing, I viewed it in the eyes of vanilla+ gameplay. (You know without conversion mods like Red Flood, EaW, TNO, KR, GW, etc.)
It likely will make more sense balance wise in your larger project. Where you likely will have to make some big investments to get those buildings. In that regard, stuff like a 5% boost per lab or 0.2% WS and ST per building / week is likely balanced.
But we gotta consider that this is a standalone version utilizing vanilla building mechanics.
So I humbly ask of you to consider re-balancing this one a bit to fit more with vanilla IF that doesn't take too much time from you. Else, it's fine to not do that. It is your creation after all and you can do whatever you want with it. And I'd understand that, considering that you said yourself that you are working on something much bigger and that this one is just a small component released as a standalone.
I hope you have a nice day when reading this!
A decision using <building>, and checking for an airfield level 1 or more, would do the trick. Then, after the specified time has passed, add the building via add_building_construction, and voila. Unfortunately, given how buildings work in HoI4, you'll have to make it so that building the building manually has an insane IC, to incentivise using the decision. The only problem is, you won't be able to choose the state, and you won't be able to reduce construction time with technology, unless you make a decision for each level of construction. But that will still leave ideas that affect construction speed, and dealing with those will add too much work.
EDIT: You could probably jerry-rig it so that you can still include construction cost speed, by making the building unconstructable via the interface, and I think I know of some methods to do that, but they'd involve on_actions and the such. If only Paradox devs would add a method of only allowing another building type to be built if another one has, but alas, it seems like that isn't going to happen unless we get a full economy overhaul.
Necro-ing that. With the building changes in Götterdämmerung, it should be fairly possible to have hidden buildings. (I haven't tested it yet, but new buildings like reactors, civlian reactors and defensive fortifications are hidden in the building menu till unlocked.) So it should be possible to keep certain buildings permanently hidden and only allowing them to be spawned in via decision.
The layout shown here should be relatively intuitive and straightforward to understand, but to be sure, I'll give a general overview:
- The box at the top should be recognizable as the Industrial Research Tech Tree seen in-game, with of course the addition of the Metallurgy tree from Ushakov's Expanded Buildings (obviously). The one major change here compared to UEB's original setup is that all the resource buildings (the Synthetic Oil & Rubber Refineries and the Steel/Aluminum/Chromium/Zinc Mills) would now have a max build limit of 5, with a starting limit of 1 provided by the initial Metallurgy/Synthetics research tech, with it going up by 1 for each respective tech afterwards. Exact values for the Metal-producing buildings remain up for debate for now.
- The two boxes below and to the left of the Industrial Research Tech Tree are a crude representation of the in-game Construction sidebar, with two different button layouts depending on which is more efficient/aesthetically-pleasing: two-column or three-column. There's a list to the right of them providing a guide to all the symbols used to represent the various (shared) buildings. Fairly self-explanatory, but aside from the Götterdämmerung additions that UEB has not yet updated to incorporate, there's also two new buildings that I added: the Industrial Plant (courtesy of the OP here, Azura | Herrscher of Truth), and the Hospital (wholly original). The Industrial Plant is the same in concept as Azura's idea, improving MIO and production-efficiency growth, while the idea behind the Hospital is that it would improve monthly population growth and (possibly) manpower trickleback (representing civilian hospitals taking in the overflow of military casualties from the frontline).
- The three boxes above that list and to the right of the Construction Sidebar boxes are a representation of the State Info Panel's Shared Building Slots, increased to 60 from vanilla's 25 (but decreased from UEB's 64). Each of these three boxes is simply a representation of what the Shared Building Slot UI would look like if fully maxed out to its entire 60-slots: the first box on the left displays 20 Civilian Factories, Military Factories, and Naval Dockyards each; the second box in the middle displays 10 CF/MF/ND, and 5 each of the Metallurgical and Synthetics buildings (the Fuel Silos being moved to the State Buildings); and the third box on the right displays 10 CF/MF each, 5 each of the Synthetics, and 1 each of all the 'Special' Buildings (excluding the Rocket Sites, which remain at 3 max). The rows below that box just show some of the various combinations of each of the limit-1 buildings possible.
- Incidentally, this also shows the ordering hierarchy for each of the buildings: it goes, in order; Civilian, Military, Dockyard, Steel/Aluminum/Chromium/Zinc, Synth Oil/Rubber, Army/Naval/Flight Academy, Admin. Office, Propaganda Tower, Industrial Plant, Research Center, Social Complex, Hospital, Rocket Site, V3 Gun, Stronghold Network, and lastly the Nuke Reactor/Heavy Water Reactor/Civilian Reactor. The reasoning behind this is simply grouping them by max-build limit: 20/20/20/5/5/5/5/5/5/1/1/1/1/1/1/1/1/1/3/1/1/1, respectively (the Rocket Sites being the only exception to the rule, given that the three buildings after it are all hidden Special Project ones).
Anyways, that should cover everything I wanted to share here. Feel free to ask any questions if there's any details I was vague on or missed.
And to @TheVostroyanLordAdmiral, I hope you read this and find this useful, and hopefully incorporate these suggestions into the mod when you finally update it!
At the very least, I'd like for somebody to make a fork of this mod that takes these suggestions into account. It'd be nice to see, at any rate.