v1.09
-Naval reworking done. Naval Propulsion gives new ship types, but without upgrades to armament and defences, they're little better than older types. Naval Armament gives bonuses to gun power, Hull Construction makes ships resist more damage and gives bonuses to ship production throughput. At each tech level there is a "most modern" light ship and heavy ship. Only these and future ship types gain benefits from armament and armour techs at that tech level. These three research paths all decrease ORG when researched, representing old methods and tactics becoming obsolete over time. Naval Leadership must be researched to compensate for the loss in ORG. Naval Doctrine now gives both naval bases and supply range, but no bonuses to attack or hull.
-Reworked costs of all naval units together with the change
-replaced intellectual CON reduction by a static -0.025 per province (baked into migration need fulfilment flags), made intellectuals instead have a slight positive effect on CON (twice as high for middle & rich as for poor)
-Made each level of Aesthetics after the first give +10% assimilation rate, and each level of Philosophy after the first give +5% tech research rate. These modifiers aren't visible in the tech screen, they are implemented by country modifiers given by events linked to these techs.
-moved National Focus increase to Social Thought, each level giving +2 NF except for the first (which gives +1) and last (which gives none); also, max NF has been increased to one per half million primary culture POPs
-gave +10% education efficiency modifier to every Psychology tech
-Halved all promotion/demotion factors (only effect on end result is to make NF more significant)
-Made capitalits a bit more downward socially mobile (used to be immune to demotion at over 50% everyday needs, now raised to 99% everyday needs)
-changed a few clerk life needs from more expensive food to grain (they were fulfilling less needs than craftsmen in the same factory!)
-Tripled craftsman probability weight of choosing clerk as promotion target
-increased soldier to officer promotion
-increased prestige loss from failed wargoal to 20
-Doubled militancy gain from war exhaustion
-Increased land unit upkeep costs by 50%
-Doubled AI weight for railroad tech
-Increased AI chance to research Nationalism & Imperialsm by factor 5 if great power (same as for vital military techs)
-Doubled capitalist luxury needs again
-Fixed the lack of RGO in Savannah
모드 업데이트 되었습니다.
첫댓글 심리학 테크를 필수 테크로 만들었군요!
교육효율 10% 추가라!
개인적으로 제일 환영... 평상시에 그쪽테크는 거의 안건들기 때문에 여기테크에 효율을 좀 높이면 어떨까 했었는데 바로 적용하네요
아이고.. 지난 번 것도 일 생겨서 번역 못 했는데 이번 것도 저에겐 넘사벽.. 그건 그렇고 안 그래도 높은데 지상군 유지비 50%더 늘리면 바닐라의 200%인 건가 ㄱ-
1870년대부터 보급품들의 공급이 수요의 2~3배가 되는걸 방지하려고 그런것 같습니다.
그래도, 지상군 유지비 50% 면... 진짜 조선으로 플레이할때는 50% 더높은 유지비로 재정 적자에 허덕거리게 생겼군..