Well, here it is, finally: the Victoria 1.02 economy mod release candidate. I'm happy to say works significantly better than the previous, beta3 update. Naturally it's not perfect, but overall you should find the game more playable. Note that this version includes changes to the tech folder.
This is the penultimate version of the mod. I'll be releasing version 1.0 in a week to two weeks depending on the amount of gameplay I get in as well as on the feedback.
Link: http://upl.mine.nu/uplfolders/upload4/1.02_viceconmodRC.zip
Changes in 1.02 economy mod release candidate
- factory crime fighting costs have been increased
- base (police) crime fighting costs have been slightly reduced
- selected Commerce, Culture, and Army Lights Arms techs (Machine Guns are the exception) cause a 5% to 10% increase/decrease in basic (police) crime fighting costs; researching all techs with a crime impact will yield a basic crime fighting cost that amounts to 150% of the vanilla 1.02
- selected factory inputs have been tweaked upwards slightly
- POP needs have been radically revised
- industrial product prices have been tweaked
- starting factory setup has been rebalanced to work with new POP needs (more fabric factories)
- Mexico POP file is now the same as vanilla 1.02; Mexico no longer has a problem converting POPs to needed craftsmen.
NOTE: Input for steel mills is the same as in beta3. When I increased it, the AI became somewhat reluctant to build new steel mills. Extra notes:
- cement may be hard to get in the first year of the game. However, it will become freely available soon afterwards.
- lumber may be very hard to get a couple of years into the game. This may persist for around a dozen years.
- steel becomes expensive and hard to get 20-30 years into the game.
- clipper convoys are hard to get/expensive at start of the game. However, the price drops and availability increases a few years into the game.
If you want to industrialize on a large scale, you must build your own lumber mill and steel mill. Note also that WM prices for selected items may fluctuate greatly; for example, steamers may be anything between 230 and 550. You have to keep your eye on the world economy if you want to make money consistently!
This is the penultimate version of the mod. I'll be releasing version 1.0 in a week to two weeks depending on the amount of gameplay I get in as well as on the feedback.
Link: http://upl.mine.nu/uplfolders/upload4/1.02_viceconmodRC.zip
Changes in 1.02 economy mod release candidate
- factory crime fighting costs have been increased
- base (police) crime fighting costs have been slightly reduced
- selected Commerce, Culture, and Army Lights Arms techs (Machine Guns are the exception) cause a 5% to 10% increase/decrease in basic (police) crime fighting costs; researching all techs with a crime impact will yield a basic crime fighting cost that amounts to 150% of the vanilla 1.02
- selected factory inputs have been tweaked upwards slightly
- POP needs have been radically revised
- industrial product prices have been tweaked
- starting factory setup has been rebalanced to work with new POP needs (more fabric factories)
- Mexico POP file is now the same as vanilla 1.02; Mexico no longer has a problem converting POPs to needed craftsmen.
NOTE: Input for steel mills is the same as in beta3. When I increased it, the AI became somewhat reluctant to build new steel mills. Extra notes:
- cement may be hard to get in the first year of the game. However, it will become freely available soon afterwards.
- lumber may be very hard to get a couple of years into the game. This may persist for around a dozen years.
- steel becomes expensive and hard to get 20-30 years into the game.
- clipper convoys are hard to get/expensive at start of the game. However, the price drops and availability increases a few years into the game.
If you want to industrialize on a large scale, you must build your own lumber mill and steel mill. Note also that WM prices for selected items may fluctuate greatly; for example, steamers may be anything between 230 and 550. You have to keep your eye on the world economy if you want to make money consistently!
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