Adam Smith mod 0.6 released!!!
EDIT 0.6 is out now, the link still works and I posted the new readme below
This is my mod of 1.02. Please give it a try and tell me what you think. I think you will find it more enjoyable than vanilla 1.02 and it helps solve a few major problems. Most importantly colonization is very much slowed down and crime fighting is now worth spending money on because its costs were reduced. Also the availibility of reg clothes and paper was increased and you now get some of each in the events that give you machine parts. Tech speed was also slowed. Unfortunately there was nothing I could do about the POP merging problem.
http://www.deciv.com/forums/index.php?showtopic=1030
All and all it is an attempt to make money the limiting factor on your actions rather than resources. Machines Parts are still hard to get as I did not want the world to industrialize too quickly. I wish I could somehow tie the percentage of pops allowed to be clerks/craftsmen to a nations literacy precentage but I do not think there are tools for this. If one could do that then it would permenantly stop the I am fully industrialized in 1860 garbage.
I have played it with Belgium, Switzerland, Prussia, and France and all seemed to work well.
README 0.6
Thank You for trying my (Becephalus) Adam Smith mod version 0.6 Please comment in my Adam Smith Mod thread as any comments/critiques are welcomed. Thank You to Mozart41st for his nice +50% production event!
INSTALLATION: *
Download this zip file and simply copy the contents of the folder into the db folder in your victoria instalation. Before doing this you might want to put a copy of your original db folder on your desktop in case you would like to change back.
The file path should be something like C:\Program Files\Strategy First\Victoria\db. It will only overwrite the changed files, and if you ever want to change back just paste over the db folder with a copy of it you made before applying this. There ill also be a PRU, FRA and UK file in the folder just plop these into your GC directory and they will overwrite the old files making the changes to starting facotires listed below
* There is now also a scneario folder which has the GC folder in it. Inside this folder are changes to Prussia's and France's starting factories. Just paste the new scenario folder over your old one and it will overwrite the necesaary data.
List of 0.6 changes
Major changes
-increased production 50%
-halved crime fighting costs
-doubled education costs
-increased cash costs for POP conversion 2-5 times
-increased cash costs for factory construction about 75%
-increased resource costs for factory construction especially machine goods costs (sounds scary but it works out fine)
-roughly doubled claims cash costs and resource costs
-increased commodity prices for basic commodities, decreased them for more advanced commodities (yes factories are still generally profitable due to 50% production increase)
-reduced POP income about 40%
-reduced POP commodity demands about 1/3
More subtle changes
-changed PRU clipper_factory to fabric_factory, and added fabric_factory in southern FRA
-halved fabric input for clipper_factory
-increased railroad cash costs slightly and resource costs greatly
-doubled unit experience gain
-added 1 unit cattle demand to soldiers sunsistence needs
Things that have been restored to 1.02 defaults from 0.5
-put tech costs back to 10RP (they were 15RP in 0.5). The changes to literacy costs was enough to slow down tech progression
-restored claim construction time to 1.02 default of 720 days
-removed el freako's improved unification events mod as it was causing errors
SUMMARY
The sum total of the changes appear to be about as hard as 1.02, except now you are limited by the availibilty of money, not the availibility of goods. It should be noted that all these changes were made with the following countries in mind: UK, PRU, AUS, FRA, BEL, NET, SWI, DEN, SWE, RUS, OTT, SPA, POR, S-P, USA. I have not play tested these changes with RotW minors but I assume they are ok. They maybe be restricted to historic courses of action though (which are admmitedly pretty modest)
EDIT 0.6 is out now, the link still works and I posted the new readme below
This is my mod of 1.02. Please give it a try and tell me what you think. I think you will find it more enjoyable than vanilla 1.02 and it helps solve a few major problems. Most importantly colonization is very much slowed down and crime fighting is now worth spending money on because its costs were reduced. Also the availibility of reg clothes and paper was increased and you now get some of each in the events that give you machine parts. Tech speed was also slowed. Unfortunately there was nothing I could do about the POP merging problem.
http://www.deciv.com/forums/index.php?showtopic=1030
All and all it is an attempt to make money the limiting factor on your actions rather than resources. Machines Parts are still hard to get as I did not want the world to industrialize too quickly. I wish I could somehow tie the percentage of pops allowed to be clerks/craftsmen to a nations literacy precentage but I do not think there are tools for this. If one could do that then it would permenantly stop the I am fully industrialized in 1860 garbage.
I have played it with Belgium, Switzerland, Prussia, and France and all seemed to work well.
README 0.6
Thank You for trying my (Becephalus) Adam Smith mod version 0.6 Please comment in my Adam Smith Mod thread as any comments/critiques are welcomed. Thank You to Mozart41st for his nice +50% production event!
INSTALLATION: *
Download this zip file and simply copy the contents of the folder into the db folder in your victoria instalation. Before doing this you might want to put a copy of your original db folder on your desktop in case you would like to change back.
The file path should be something like C:\Program Files\Strategy First\Victoria\db. It will only overwrite the changed files, and if you ever want to change back just paste over the db folder with a copy of it you made before applying this. There ill also be a PRU, FRA and UK file in the folder just plop these into your GC directory and they will overwrite the old files making the changes to starting facotires listed below
* There is now also a scneario folder which has the GC folder in it. Inside this folder are changes to Prussia's and France's starting factories. Just paste the new scenario folder over your old one and it will overwrite the necesaary data.
List of 0.6 changes
Major changes
-increased production 50%
-halved crime fighting costs
-doubled education costs
-increased cash costs for POP conversion 2-5 times
-increased cash costs for factory construction about 75%
-increased resource costs for factory construction especially machine goods costs (sounds scary but it works out fine)
-roughly doubled claims cash costs and resource costs
-increased commodity prices for basic commodities, decreased them for more advanced commodities (yes factories are still generally profitable due to 50% production increase)
-reduced POP income about 40%
-reduced POP commodity demands about 1/3
More subtle changes
-changed PRU clipper_factory to fabric_factory, and added fabric_factory in southern FRA
-halved fabric input for clipper_factory
-increased railroad cash costs slightly and resource costs greatly
-doubled unit experience gain
-added 1 unit cattle demand to soldiers sunsistence needs
Things that have been restored to 1.02 defaults from 0.5
-put tech costs back to 10RP (they were 15RP in 0.5). The changes to literacy costs was enough to slow down tech progression
-restored claim construction time to 1.02 default of 720 days
-removed el freako's improved unification events mod as it was causing errors
SUMMARY
The sum total of the changes appear to be about as hard as 1.02, except now you are limited by the availibilty of money, not the availibility of goods. It should be noted that all these changes were made with the following countries in mind: UK, PRU, AUS, FRA, BEL, NET, SWI, DEN, SWE, RUS, OTT, SPA, POR, S-P, USA. I have not play tested these changes with RotW minors but I assume they are ok. They maybe be restricted to historic courses of action though (which are admmitedly pretty modest)
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