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Showing developer posts only. Show all posts in this thread.
This is also my problem with the new feature. 200 gov cap is sooo much... And the button is so small, that the most people will miss this when needed, or just misclick. An undo or an confirmation toolbox would be nice here, to not accidentally destroy the own country

As usual UX is in WIP, since I am not the greatest artists :)
 
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Can you abandon that infrastructure? What if the enemy acquires the province with infrastructure? If it's non-removable and the enemy gains control of it on acquisition, it would be a coring cost increase nightmare again. Shivers.

If province switches hand then it is destroyed
 
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Hey Groogy, do you know when you'll release the sikh teachings? It's been a week since you talked about them.

It takes time to do research, to balance things etc. But hey if you want my random numbers that makes no sense and will not be what we launch with I can do that.
Here's the first two gurus.

Code:
guru_nanak = {
    trigger = {
        always = yes
    }
    chance = {
        factor = 1000
    }
    modifier = {
        monarch_admin_power = 1
    }
    teachings = {
        share_and_consume = {
            type = ADM
            cost = 50

            global_unrest = -5
        }
        work_honestly = {
            type = DIP
            cost = 50

            production_efficiency = 0.15
        }
        recite_his_name = {
            type = MIL
            cost = 50

            global_regiment_cost = -0.25
        }
    }
}
guru_angad = {
    trigger = {
        is_year = 1539
        is_month = 9
    }
    chance = {
        factor = 5
        modifier = {
            factor = 1.5
            is_year = 1540
        }
        modifier = {
            factor = 1.5
            is_year = 1541
        }
        modifier = {
            factor = 1.5
            is_year = 1542
        }
        modifier = {
            factor = 2
            is_year = 1543
        }
        modifier = {
            factor = 2
            is_year = 1544
        }
    }
    modifier = {
        monarch_military_power = 1
    }
    teachings = {
        gurmukhi_script_teaching = {
            type = ADM
            cost = 50

            technology_cost = -0.15
        }
        temple_langar = {
            type = DIP
            cost = 50

            church_loyalty_modifier = 0.15
        }
        wrestling_akhara = {
            type = MIL
            cost = 50

            yearly_army_professionalism = 0.2
        }
    }
}
 
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You are overlooking a small thing here. A percentage is a bad idea, since that would allow you to gain extra manufactory slots for almost no price on low dev provinces. A flat value is the way to go
This
 
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Good morning,good changes,however,will the hard 200 GC cap for building infrastructure can be removed by modding or is it hardcoded?
Thanks for any replies about this.

It's just a modifier like any other modifier
 
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The intent is not to be capable of adding an expand infrastructure on every single province you own, but only be able to afford it for a select few. So when you reach towards mid towards end game and you have ~3 000 or more Governing Capacity, if you are an expansionist empire you are by design not capable of affording it.
 
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Hmmm. What about a based of 50GC and it scales up based on number of provinces owned or autonomy (and previous clicks, like the reform progress one)?

Because of how things work then for every province you take, after you've upgraded a province, would become automatically more expensive. So if you do the click and it costs at that point 55GC, then in a few wars later it would cost maybe 100 GC. This is very obviously not the behavior we want so hence the flat value.
 
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Very true, but an exponentially increasing cost is still a better way to go than linear in order to stop all manufactories being piled in one (super-fortified) place. Maybe a cost structure that goes 100 - 200 - 400 - 800... etc. (for multiples in a specific province)?

The dev requirements stops you from doing that anyway.
 
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Whoa, yeah, I’ve gotta agree with everyone else in this thread. I love the idea— going tall is one of my favorite playstyles, so I’d like to use this feature often in my games going forward— but 200 GC seems waaaaaaay high. 25 GC seems fair to me. Maybe 50 GC, but even that would be really pushing it close to the point of “not worth it”. If you are set on having the GC cost so high (and even if you aren’t), would you consider adding dev cost reduction to the effects? That’d be another excellent way of using this feature to encourage tall play. If, say, you made the cost 100 GC but added a -20% dev cost to the province, I’d consider that a good balance that’d be a reasonable investment in some super-tall games, and if you did the same but with 50 GC (please this please this), it’d be a must-have in any tall campaign of mine.

Definetly not as that would be a feedback loop as more dev means you could stack even more dev cost in one province. So if you go for a standard meta play here you would end up with +20 dev provinces that costs 5 mana to dev.
 
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Will additional buildings be destroyed too?

Of course. Believe I made it so it will try and keep the oldest buildings first.
 
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Oof, good point. Maybe some other modifier to make it more worthwhile, then, like goods produced?

Well that sort of clashes with manufactories, but I am not opposed to having something more no.
 
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Useless at the end of the game when we own 50% of the world (or more)

It's by design not viable for you if you own 50% of the world
People seem to have a weird concept of playing tall
 
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Would we be able to expand infrastructure for our subjects?

Right now no because you could seriously harm them by doing it, so I'd have to think about how it should work if it is even possible to make it work.
 
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A number that I like is 100 + 100% of the dev of the province. So 150 for a 50 dev province.

I like this idea

Edit: It will also mean that the modifier of +100% can be modified by other modifiers, like buildings. While the base set will remain untouchable but can be set to lower.
 
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