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Thread: >>> BROWNBEARDS pop overhaul <<<

  1. #1
    Balkanese for the 21st century Brownbeard's Avatar
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    Cool >>> BROWNBEARDS pop overhaul <<<



    V7A - LINK TO LATEST VERSION WITH ALL CHANGES INCLUDED

    Now, first to understand a few things about social mobility and the artistic drive that led me to creation of this modification, you should watch this lovely video by the Vengaboys. Always a source of inspiration and reminder of the good old days and high school trip to Lloret de Mar in 1998... the part where I was not completely drunk and which I remember... but back to the mod.

    Features:
    - reworked economy, from base prices to production, demand and consumption - market functions better and all economy types are viable
    - reworked promotion, demotion, migration, emmigration and assimilation - giving more power to use of sliders and keeping stuff relatively plausible
    - rebel bracket bug removed, minimum wage bug removed, the detrimental effect of national bank toned down to minimum, continuous increase of money supply to prevent deflation

    Major differences from Vanilla:
    - sliders affect both promotion chance and promotion probability
    - LF can build railroads and factories do not delete under LF
    - all government types can open and close factories, pops cannot
    - subsidies are made impossible (and unneccessary)
    - tariffs are disabled (to prevent an ueber exploit)
    - maximum taxes reworked

    Cheers,
    Brownbeard
    Last edited by Brownbeard; 29-08-2010 at 11:53.
    There are three roads to ruin: by gambling, which is the quickest; through women, which is the most pleasurable; and through taking the advice of experts, which is the most certain.

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  2. #2
    Balkanese for the 21st century Brownbeard's Avatar
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    Placeholder for code
    Last edited by Brownbeard; 19-08-2010 at 18:52.
    There are three roads to ruin: by gambling, which is the quickest; through women, which is the most pleasurable; and through taking the advice of experts, which is the most certain.

    Charles André Joseph Marie De Gaulle

  3. #3
    Balkanese for the 21st century Brownbeard's Avatar
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    Placeholder for another tweak in plan - 3
    There are three roads to ruin: by gambling, which is the quickest; through women, which is the most pleasurable; and through taking the advice of experts, which is the most certain.

    Charles André Joseph Marie De Gaulle

  4. #4
    Balkanese for the 21st century Brownbeard's Avatar
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    Placeholder for another tweak in plan - 4
    There are three roads to ruin: by gambling, which is the quickest; through women, which is the most pleasurable; and through taking the advice of experts, which is the most certain.

    Charles André Joseph Marie De Gaulle

  5. #5
    I'm trying to get everyone on board, but is there any possibility you could collaborate with Shauf or the Reworked Pop needs team? We have a lot of these mods being made and yours looks great but I think what we could use the most is a concentrated effort by everyone to fix this game instead of small individual movements. Just a thought, not a criticism.

    Your work looks great and I'll try to test it out later.

  6. #6
    Some very interesting stuff in here Brownbeard. We'd love to have you with us on the Reworked team - I think you and 2cool could sort this pesky promo order out once and for all
    For every subtle and complicated question, there is a simple and straightforward answer, which is wrong.

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    Aaaaaaaaaaaaaaaaaaaand Creator of '1792' for March of the Eagles: http://forum.paradoxplaza.com/forum/...69074-1792-mod

  7. #7
    Damn, how did I overlook this? I've been busy doing exactly what you did. Heh, might as well cancel my work

  8. #8
    Balkanese for the 21st century Brownbeard's Avatar
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    Well, one of the reasons I posted everything in CODE is to make it easy to integrate into other work. Plus, all this needs further tuning, this is just an example of a bit different logic than the one used in vanilla.

    I don't have either time, knowledge or willpower to make a complete fix for V2, but I hope I can speed things up with a few concepts, and again, all these need to be weighted, and if compatible with other solutions, fine-tuned to make it all work together like a swiss clock.
    There are three roads to ruin: by gambling, which is the quickest; through women, which is the most pleasurable; and through taking the advice of experts, which is the most certain.

    Charles André Joseph Marie De Gaulle

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  10. #10
    Balkanese for the 21st century Brownbeard's Avatar
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    If you have time, use the link in post #2, and try it out. I've let it roll several times as A-H for 4-5 years and so far, so good, but I did not test it with other countries or for a longer period of time (just launched and looked for obvious bugs).
    There are three roads to ruin: by gambling, which is the quickest; through women, which is the most pleasurable; and through taking the advice of experts, which is the most certain.

    Charles André Joseph Marie De Gaulle

  11. #11
    Sayaghus Vulgaris sayagh's Avatar
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    I like your logic, I'll try it and let you know what came out.
    La guerre est la pire invention de l'homme. La guerre civile est la pire des guerres.

  12. #12
    Skeptic Taijian's Avatar
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    Can you pretty, pretty please make sure that the devs working on 1.2 get to read what you've done?

    You, sir, should be on the patch team!

    EDIT: After trying it out, I think you still need to increase the luxury needs of your consumers quite a bit - especially for aristocrats. Loading up my Italy game with your changes, quite a lot of my pops are getting 100% luxury goods.
    Last edited by Taijian; 17-08-2010 at 22:53.

  13. #13
    @Brownbeard and everybody else, who is interested in modding pops.

    are you aware that the total number of pops promoting or demoting is totally unaffected by the percentages that arise from the promote_to code for the specific poptypes. At first I was very enthusiastic about it and I tried to mod in that state funded proffesions demote at much larger numbers if the respective sector is weakly funded. In special I was trying to make it hurt dramatically if sliders are set at very low values, making demotion exponentially more likely for each 10% of lower state funding.
    However, my experiments showed that the total number of demotions is unaffected even if the in-game percentage for soldiers to demote to farmers is as high as 27%, as it was after my modding for 0% militry funding. This in-game percentage is only used to determine, the pop group to which this specific pop will demote if it demotes at all (all individuals demote to the profession with the highest percentage).
    If and by which numbers a pop group promotes or demotes is defined in the pop_types.txt file in the common folder. Unfortunately, these values are the same for all pops. I think this is really crippling our ability to mod pop promotion and demotion in a meaningful way. I really think paradox should give us the opportunity to control the absolute promotion/demotion numbers for specific pop groups.

  14. #14
    Some good work here man. Some interesting things you changed also. I'm really curious about the effect of you adding capi's and artisans to the admin slider. Have you experimented with the effects of providing them a smaller amount then 1?

  15. #15
    Private alertrelic's Avatar
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    If and by which numbers a pop group promotes or demotes is defined in the pop_types.txt file in the common folder. Unfortunately, these values are the same for all pops. I think this is really crippling our ability to mod pop promotion and demotion in a meaningful way. I really think paradox should give us the opportunity to control the absolute promotion/demotion numbers for specific pop groups.
    Yeah I noticed this when I was trying to fix colonial bureaucrats, it's the same for assimilation and I guess migration as well. If I understand it right you can make them promote or migrate in a certain way, but not more or less often than any other pops. Seems strange.

  16. #16
    Quote Originally Posted by Bamilus View Post
    I'm trying to get everyone on board, but is there any possibility you could collaborate with Shauf or the Reworked Pop needs team? We have a lot of these mods being made and yours looks great but I think what we could use the most is a concentrated effort by everyone to fix this game instead of small individual movements. Just a thought, not a criticism.

    Your work looks great and I'll try to test it out later.
    +1

    We need pop overhaul with rbel fix... at least that for a start...
    But then again, being blind substantially opens up ones dating pool

  17. #17
    So how do I edit my files to take these changes? cut and replace the bits? How do I use both?
    He who wishes to fight must first count the cost. When you engage in actual fighting, if victory is long in coming, then men's weapons will grow dull and their ardor will be dampened. If you lay siege to a town, you will exhaust your strength. Again, if the campaign is protracted, the resources of the State will not be equal to the strain. Now, when your weapons are dulled, your ardor dampened, your strength exhausted and your treasure spent, other chieftains will spring up to take advantage of your extremity. Then no man, however wise, will be able to avert the consequences that must ensue... In war, then, let your great object be victory, not lengthy campaigns.
    -Sun Tzu, the Art of War

  18. #18
    i tried your mod 15 years with China. Since i'm a complete Victoria noob i'm not totally sure of what i should carefuly watch, but here are my thoughts :

    - Poor stratas mostly get their needs fulfilled, though 45% of them only get parts of their everyday needs (the yellow part)
    - middle stratas still have this problem where artisans mostly do not get their basic needs fulfilled (the red part)
    - upper stratas have no problem getting their needs
    - promotion to clergy and crats seems broken to me, because with 15 years of clergy NF in beijing I only got +1000 clergymen. it seems too slow, same goes for crats. Opposite with soldiers, they all want to join the army !
    - overal economy seems satisfying to me as I can get profit

    here are some infos on my game : admin and education to 100%, army 10%, poor taxes 50%, middle 40%, rich 30%, government is prussian constitutionalism.

    keep up the good work

    EDIT : i used the files provided in the link in part 2.

  19. #19
    Quote Originally Posted by Ignudo View Post
    @Brownbeard and everybody else, who is interested in modding pops.

    are you aware that the total number of pops promoting or demoting is totally unaffected by the percentages that arise from the promote_to code for the specific poptypes. At first I was very enthusiastic about it and I tried to mod in that state funded proffesions demote at much larger numbers if the respective sector is weakly funded. In special I was trying to make it hurt dramatically if sliders are set at very low values, making demotion exponentially more likely for each 10% of lower state funding.
    However, my experiments showed that the total number of demotions is unaffected even if the in-game percentage for soldiers to demote to farmers is as high as 27%, as it was after my modding for 0% militry funding. This in-game percentage is only used to determine, the pop group to which this specific pop will demote if it demotes at all (all individuals demote to the profession with the highest percentage).
    If and by which numbers a pop group promotes or demotes is defined in the pop_types.txt file in the common folder. Unfortunately, these values are the same for all pops. I think this is really crippling our ability to mod pop promotion and demotion in a meaningful way. I really think paradox should give us the opportunity to control the absolute promotion/demotion numbers for specific pop groups.
    F*ck me. I thought it was a chance based number. This makes modding promotion/demotion infinitely harder. Not only does it make life harder for the modding community, it's also harder for PI themselves.

    Brownbears, keep in mind that if you give everything unlimited or extremely high demand it might make building factories too easy. I'm also worried it might break the WM as I believe (I have no source for this) a large part of the pricing mechanism is based on supply/desire. In game the demand value is actually just what factories, governments and pops WANT to buy, not what they're going to buy.

  20. #20
    Quote Originally Posted by Brons View Post
    F*ck me. I thought it was a chance based number. This makes modding promotion/demotion infinitely harder. Not only does it make life harder for the modding community, it's also harder for PI themselves.

    Brownbears, keep in mind that if you give everything unlimited or extremely high demand it might make building factories too easy. I'm also worried it might break the WM as I believe (I have no source for this) a large part of the pricing mechanism is based on supply/desire. In game the demand value is actually just what factories, governments and pops WANT to buy, not what they're going to buy.
    A possible work around is to provide all sorts of modifiers and conditions that constantly change which pops are being weighted more. I've spent a lot of time adding all sorts of modifiers into my changes and they appear to be doing pretty well for me so far.

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