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unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
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)
 
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unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
Announcement of Adam Smith Mod 0.6

EDIT 0.6 is out now see the other threa for updates, the link is still good though :) and takes you to an updated file

My Adam Smith Mod 0.5 had been released look for its thread in the scenarios and modifications forums. 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.

Any comments/critiques would be appreciated
 
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unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
The url is a little unstable so if the link breaks simply type "deciv" into google and go to the deciv forums (it should by the first hit) Once there go to the colosieum forum and you should see a thread called "VICTORIA 1.02 ADAM SMITH MOD 0.5"

I'll give you a hint click on that thread

Note this mod has nothing to do with Adam Smith...I just named it that to distinguish it from Michael's Economy Mod and Mozart41st's Community Mod. This mod does contain the entire Community mod. Perhaps Michael and I can compare notes and combine our two attempts to rectify 1.02 :)

I also forgot to include in the readme that I halved the input of fabric into clipper factories
 
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unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
The url is a little unstable so if the link breaks simply type "deciv" into google and go to the deciv forums (it should by the first hit) Once there go to the colosieum forum and you should see a thread called "VICTORIA 1.02 ADAM SMITH MOD 0.5"

I'll give you a hint click on that thread :)
 

EasilyConfused

Second Lieutenant
1 Badges
Sep 5, 2003
174
0
  • Crusader Kings II
Sorry for a stupid question but does this use the moddir function?
 
Nov 15, 2003
674
0
www.sanguo-online.com
you are doing everything to make game harder for human player, but you, Mozart41st and Michael never think about AI. Increasing RGO expand cost that much causes huge debts for minor AI countries, increased literacy/education costs mean that minor and minor_major countries are unable to fund research, increased cost and need for cattle means that canned_food is no longer profitable and AI closes all factories, thus creating a sitution where only major countries can build infantry.
 

unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
Not as far as I know :) It is simply a changing of many many values in the db folder...so all that needs to be done is to paste it over that folder :)
 

unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
Increased costs for cattle make RGOs more valuable and canned food is still profitable in my games...I have had no problems with switzerland for example which I consider a minor...and I have not noticed the AI stopping research in my games, keep in mind that production was increased 50% which means there is more money flowing around, that is one reason why things are more expensive
 
Nov 15, 2003
674
0
www.sanguo-online.com
Becephalus said:
Increased costs for cattle make RGOs more valuable and canned food is still profitable in my games...I have had no problems with switzerland for example which I consider a minor...

Exactly, YOU don't notice. Trust me i have been working with AI from the first days of 1.01(and with economy aswell). I didn't mean that ai would stop researchin it is just that making research more expensive gives huge edge to human player. Canned food might be profitable in your game because some ai countries have closed their factories, have ye checked every country in game?
Another thing is that AI has sick need to improve it's RGO's when there are free POP's and it won't calculate how much money it has or dosn't have...causing large debts in the end(belive me i have tested these RGO and factory costs for 1-2 weeks straight...with every possible configuration)
 

unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
Thanks for input I'll go start fishing around in my save games to see how the AI is doing but as far as I can tell from their income and armies they are just about right

Also, I just played a wonderful prussia game with version 0.6 :)
52 people downloaded 0.5 and I would appreciate more comments since I have only gotten about 10 so far and 3 of those were from the same person :p

Got 0.6 out :) This will probably be the last version for a while as I want to playtest minors more thouroughly now that the majors are working great. I also want to wait for comments to roll in before making any further changes. Thanks to those people who helped me decide that tech speeds were a little too slow in 0.5
 
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unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
DELETE ME
 
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unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
DELETE ME
 
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unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
got 0.6 posted all links are still good and take you to the updated file :) I will edit the first post so it has the 0.6 README instead of .05
 

unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
2.156
0
Grosshaus said:
Too much work for me, just merged 'em.

thanks anyway :) happy winter solstice

two people have told me that the mod works great with OTT so i tried it...if anything OTT a little too easy, only lost a few provinces in the first Russian war and was able to annex all of egypt after a long 3 year war :). Now things are humming along nicely.
 
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