It's simplei havent thought that something like this is possible without too much cpu usage.
like it
Hi fellowWe have an educated fellow here
Good ideas. I also have degree in economics, that's why I still wait for the next patch and/or mods to see if they fix the current broken economy model. Personally I also see problem in the factories model, for example they can't upgrade/downgrade, convert to another production. But I already mentioned this in another thread.
Factories will be hopefully fixed with improved capitalists AI (at last upgrading and building one) in next patch as Kallocain said. I would probably leave converting to another production for artisans. Could be good with better AI.
I would like to. I don't think that it is possible to mod it in without help from PI.Finally somebody that knows his stuff. They could have used you during the dev cycle. You should see about joining a mod team. My personal recommendation is the Victoria Improvement Project (VIP). Unless I'm mistaken, OHGamer is the bigwig there, drop him a line.
It might be stupid gameplaywise, but it would certainly be realistic. When investing in new infrastructure/production in the real world, starting with old technology and then scrapping every "level" to build the next level of technology would be stupid.
I has been talking about having too much money to build everything.
About your point: I wonder why I must build Experimental Railroad first when I've Early Railroad tech. It seems stupid. (But it is in real world too. We heave build MPEG2 digital broadcast In Czech Republic and MPEG4 was available. Now they are talking about building MPEG4. I think that purpose was to make someone make money two times.)
On the other hand you don't have to look at it as "starting with old technology and then scrapping every "level" to build the next level of technology". It can be looked at as expanding coverage (I think it was mean to be this way - look infrastructure level in %. It just has stupid name).
Economic system with the realistic flowing money system and autopromotion of pops. Exactly! Maybe we will play some day Victoria 2 multiplayer against each other with working economic system.Good ideas indeed !
It would make my day / week / month if they listened to you, or us economists. I too have a degree in economics
I was very stoked on hearing the potentials of the current economic system, e.g. with the realistic flowing money system and autopromotion of pops. But disappointed upon the realization that demand was static, which makes it impossible to link up demand / supply in any realistic way later in the game -> huge productivity increases whilst static demand causing overproduction and infinite saving..
Agree.First, thanks for putting on equation what I've trying to say in other threads. To much money sitting on banks and savings. Second, for capitalists to use that money whould be realistic and if you add a feature allowing people to take money from the bank, it would solve the problem of instant industrialization. If you take the progressive spenditure model you describe above and add credit taking, it would add a use for the money sitting on banks.
Yes. It's hard to tweek, with bank money going to infinite. With my system there would be some balance point (set by system economy itself) of cash in the bank at the begging. And it would be max 2-3x bigger at the end of the game (per person, not taking pop growth and country expansion into account). Than we can make variable like max_lending_to_capitalists = 0.1. So bank would lend max 10% to capitalists. We can tweek it.2. Projects should be more expensive. 1250$ for a factory, in front of 2mil$ sitting on banks and/or national funds is too cheap. There should also be a limit to how much a POP can take in debt from banks, so the money just doesn't disapeared.