#Eu4 meiou and taxes map hre code
Instead of having fixed values and specific modifiers, the value calculation and map displaying code parts are split up. And with trade goods not being necessary for the game anymore, they can be switched around and modified without any repercussions on the game. Vanilla test - note regular trade goods in the lower right cornerĪs it turns out, there's nothing preventing the removal of trade good icons, all that remains is the province color. With production being completely reworked into provincial production slots, the basic vanilla trade goods were all but useless. SMM 1.0 Farming Efficiency map mode Special Map Modes 2.0įor M&T 3.0, a great opportunity opened up. Not to mention regular trade modifiers, which are necessarily also shown on the map, in some provinces really getting in the way.
![eu4 meiou and taxes map hre eu4 meiou and taxes map hre](http://simhq.com/forum/files/usergals/2016/01/full-303-115958-teutonic1644.png)
The game even tends to crash when too many modifiers are visible at the same time. This makes comparing entire regions a bit difficult, and does not create a clean experience like regular map modes do.Īnd mechanically, the added modifiers create lag in the game, both in terms of calculations and in terms of visual representation. Visually, the constant square size of modifiers is quite disconcerting - they get squished together in the HRE, while in Mongolia you have to physically go out and find the modifiers. Modifiers that influence trade value, trade power and other trade-related things are visible over provinces in the trade map mode.Ĭombined with the ability to show custom-made modifier icons, they are capable of showing practically any information, and even showing multiple data points at the same time by having multiple modifiers in a province. The current way of showing data over the whole map utilizes the trade map mode. They are also important psychologically, showing a direct representation of your efforts as a certain color spreads wide, pushing other colors out. They are a vital part of map games, as the human brain is not very good at storing and comparing the info from hundreds of provinces. Vanilla Map ModesĮU4 has, and always had, a bunch of map modes. In short, they do not have the scale needed to easily compare provinces, regions and countries. A whole slew of census events will also inform you of country-wide changes, as well as providing more specific data and other info that would not fit well into modifier tooltips.īut while these two display methods are great for data about specific places, they are not good at showing trade connections, the density and flow of population and wealth, which areas to focus your efforts on, the overall situation that you’re dealing with. Of course, province modifiers will show data in a concise and easily accessible way, just mouse over it and there you go.
![eu4 meiou and taxes map hre eu4 meiou and taxes map hre](https://i.redd.it/82gwsvydub761.png)
So much data in fact, that it is rather hard to grasp it all, not to speak of keeping track of changes over time.
![eu4 meiou and taxes map hre eu4 meiou and taxes map hre](https://i.redd.it/h77w9794rrc71.png)
M&T 3.0 adds in a lot of interesting data, from classes to trade to production. This dev diary talks about special map mode (SMM) improvements, ensuring that future M&T will have a much cleaner way to bring information to the player. Welcome to the fifth developer diary for M.E.I.O.U.