Rail Network 0.2 alpha
Changelog:
May.23rd. May26th
* Hotfix for 1.3 ‘Voice of the People’ update.
* Still have some problems
May.6th.
* Added an event that gives you 5y temporary bonus to your connected states. You can choose one of top five options. It comes only once so use it wisely.
* Some calculation added to the initializing stage.
* Some Bugfixes
May.4th.
* Bugfixes:
– Peace treaty vol/cap initializeing condition fixed.
– State with enough cap now spreads cap when railway built.
May.3rd.
* Rail cap now spreads functionaly. you can build railways in any order possible.
* New ‘Wave’ state variable added for AI path finding. Wave spreads from fully connected states like port states and recently connected states. When a state goes disconnected algorithm will find highest wave factor and place a marker on the state to auto expand (its in the building folder/file). Then it loops until it finds the connected state.
(added 6, 7th images for reference)
* Temporary UI added so you can check out the new wave feature (even though this feature is not needed for the player). Its a italic marker on the market map.
* Modifiers Reworked.
* Updated modifier icons.
* State base cap now range 1~3 for each population.
* Now use hidden events. (multiple effects doesn’t work well with on_action)
* Tested for 10 in-game years until 1870.
Apr.24th.
* Added some initializing effects for newly generated states like, treaty ports and colonies. You can still use the decision to initialize every state.
* GUI improvement. You can now access volume, cap from the market map markers, which is easily accessable via f4 market tab and trade lens (you have to zoom in a little). check the image for reference
This mod is for players who want to build inter-continental rail networks.
Theirs two state variables: rail volume and rail cap
Volume is same as railways level
Cap index means how much can this state support its volume.
Cap is generated from ports and the capital, and then can be transferred to adjacent states
(I used ‘every_neighboring_states’ effect)
When the cap is transfered, the original state cap stays the same, only target receiving side changes.
Also, cap transfer cannot exceed the receiving states rail volume.
In summary you should build railways from ports and capital to inland resource centers.
(Recommend not to build backwards because transfer trigger happens when the railway is expanded)
By states’ volume/cap balance, you’ll be either rewarded or punished by employee, throughput, infrastructure modifiers.
I hope these modifiers can also regulate how the ai acts.
You can check states’ volume/cap balance in state buildings tab below.
Cap specifics are like these:
* base 1 cap for every state
* 5 cap for every level of ports
* 10 cap for original capital (code is in history folder)
Enjoy!
ps. The mod is still in alpha phase. Things like multi tile adjacency calculation, ai rail strategy, more harsh punishments can be added.
Revisions:
Old revisions of this mod are available below. Click the link to download.
