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Innocent Beard

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What is this a reference to? I hadn't seen this

It's in reference to a misunderstanding regarding this line:

* Economy
- Changed price calculation to use actual bought instead of real demand

However it seems the original calculation was more complex than it was first assumed. And now King's tweaked it further anyway, as he explains in the post above.

Enjoy.
 

Naselus

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How the people who deliberately hijacked this thread describe the code flys in the face of the reality of the code I am actually seeing. Still we can't let that get in the way of preventing anyone else giving feedback on the beta now can we?

I set up the separate thread in bug reports to in an effort to avoid this thread being spammed with regards to the pricing model feedback, as it amounts to only one aspect of the beta patch. While I feel it's a major concern, and clearly many others do too, I had no intention of hijacking a thread intended for general discussion and feedback - so I hived it off from the main discussion and bug reported it for consideration elsewhere. The number of improvemets to the economy (and the rest of the game) generally in 1.3 is staggering, but that doesn't preclude it from potential bugs.

I'm glad to hear that this issue was anticipated, but not adjusted enough; surely the entire point of beta releases is so that we can provide the feedback that shows it needs to be slightly stronger? I can provide screenshots of goods hovering at base price with huge demand and low supply, which I felt was worthy of consideration, could not be WaD and indicated something needing adjustment. I encouraged others to avoid spamming this thread with it by directing them to the bug report thread if they wished to comment on it, and that appears to have worked - the number of comments in here regarding it drops sharply after that point in the thread. So it doesn't seem entirely fair to accuse us of threadjecking when I took steps to avoid it, or of preventing others from giving feedback.

I made no claims to be 'so important'; I actively attempted to prevent it spamming the thread and preventing others from having their opinions heard by setting up the bug thread. I just flagged up game activity that appears not to be working as intended, and posted a bug report about it when comments about it began to overload in this thread. I apologise if that made you angry, as my only intention was to help find issues - and since you have made an adjustment based on this, I think we did find just such an issue, which is hopefully fixed by that adjustment.
 

BootOnFace

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So I can't fire Seward's Icebox, even though I have 720,000 pounds. It says I don't have 72,000 money. Here's the decision file:

alaskan_purchase = {
potential = {
war = no
has_global_flag = american_civil_war_has_happened
NOT = {
has_country_flag = you_did_try
}
tag = USA
RUS = {
OR = {
owns = 1
owns = 2
owns = 3
owns = 4
owns = 5
owns = 2599
owns = 2630
owns = 2631
}
}
}

allow = {
prestige = 1
nationalism_n_imperialism = 1
money = 72000
}

effect = {
USA_1 = {
add_core = USA
}
RUS = {
country_event = 32509
}
set_country_flag = you_did_try
}
ai_will_do = {
factor = 1
}
}


I think i must have exactly 72,000 for it to work, but I don't know how to fix it.
 

Darkrenown

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I made no claims to be 'so important'; I actively attempted to prevent it spamming the thread and preventing others from having their opinions heard by setting up the bug thread. I just flagged up game activity that appears not to be working as intended, and posted a bug report about it when comments about it began to overload in this thread. I apologise if that made you angry, as my only intention was to help find issues - and since you have made an adjustment based on this, I think we did find just such an issue, which is hopefully fixed by that adjustment.

Looking at the posts in your sub-forum:

I've expressed my concern in the 1.3 beta discussion thread in the main forum. I encourage everyone to do the same.

I have; twice :p we seriously need to mobilize some re-enforcements on this - it will basically eliminate any dynamism from the economy outside of oversupply and landfill chicken scenarios. Do we really want an economy where the only way for prices to move is if we create unthinkable surpluses at the start of the game?

And I suspect the dev's will pay plenty of attention if we post about this enough in the thread. Just round up all the VRRP fans, and all the PDM players, and get everyone to post on this in the discussion thread. We can probably mobilize enough people to make the dev's recognise the problem. I'm also posting it as a bug report in the bug report forum in a few minutes.

These were all made before your bugreport thread, and it seems pretty clear you wanted people to spam the issue here to get it attention.

Then, after you made your report thread:


I can't see any other way to read your posts, but if it really wasn't your intent to spam this thread until you got the attention you wanted then you should be more careful about what you write.
 
Last edited:

heliostellar

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So I can't fire Seward's Icebox, even though I have 720,000 pounds. It says I don't have 72,000 money. Here's the decision file:

alaskan_purchase = {
potential = {
war = no
has_global_flag = american_civil_war_has_happened
NOT = {
has_country_flag = you_did_try
}
tag = USA
RUS = {
OR = {
owns = 1
owns = 2
owns = 3
owns = 4
owns = 5
owns = 2599
owns = 2630
owns = 2631
}
}
}

allow = {
prestige = 1
nationalism_n_imperialism = 1
money = 72000
}

effect = {
USA_1 = {
add_core = USA
}
RUS = {
country_event = 32509
}
set_country_flag = you_did_try
}
ai_will_do = {
factor = 1
}
}


I think i must have exactly 72,000 for it to work, but I don't know how to fix it.

The equal operator in events and decisions actually means equal to or greater. Are you sure you satisfy the other criteria? Do you have Nationalism and Imperialism and have fought the Civil War?
 

heliostellar

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hmm I came across something weird playing as Two Sicilies the other day. I don't know if it's WAD, but when an enemy is already busy loading troops from ships and you attack those ships with your navy they will not stop unloading. They will just continue unloading the troops while the naval battle is underway. This seems strange to me.

It has been like this since release and I think it was intentional.
 

BootOnFace

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v22o.png


As you can see, I qualify in all the fields, except money. If you look at my slavery reform, you can tell I've already completed the Civil War.
 

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Very interesting. There are caps for promotion to clergymen (4%), officer (0.2%), aristocrats (2%) in individual pop type's promotion table, but no cap for promotion to bureaucrats (presume to be 2% according to some old sources). Not sure if it's intentional or not.

I have 2,3 % bureaucrats and gain about up to 90 a day with zero spending.
 

Kalelovil

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Darkrenown

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Very interesting. There are caps for promotion to clergymen (4%), officer (0.2%), aristocrats (2%) in individual pop type's promotion table, but no cap for promotion to bureaucrats (presume to be 2% according to some old sources). Not sure if it's intentional or not.

It's intended, bureaucratic bloat should be a concern.
 

BootOnFace

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It's intended, bureaucratic bloat should be a concern.

I wouldnt have a problem with this if money spent on bureaucrats wasent tied to crime fighting. We are forced to choose between low crime, but with bureaucratic bloat, or normal bureaucratic levels, but massive amoutns of crime. It excludes the possibility of a normal level of bureaucratcs and low crime. A state should be able to hire the people it needs, and then provide them the resources they need to do their job. The system as is ties the two elements together into one bill, and creates the problem. Either decouple the two into seperate buget sliders, or institute a cap like the other classes.
 
Sep 20, 2010
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I wouldnt have a problem with this if money spent on bureaucrats wasent tied to crime fighting. We are forced to choose between low crime, but with bureaucratic bloat, or normal bureaucratic levels, but massive amoutns of crime. It excludes the possibility of a normal level of bureaucratcs and low crime. A state should be able to hire the people it needs, and then provide them the resources they need to do their job. The system as is ties the two elements together into one bill, and creates the problem. Either decouple the two into seperate buget sliders, or institute a cap like the other classes.
Can't you mod-in a hard limit pretty easily?
 

ajm317

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The war score cost for Hegemony are dependent on the countries in the sphere. If Prussia gets more countrys in their sphere during your war the war score cost went up. I suggest for the first war use the "Take from sphere" wargoal so the cost for Hegemony decrease for the next war.

I am aware of this.

The point of the post really had nothing to do with that though, it was about how the game gave me hegemony anyway, even though I didn't ask for it in the peace deal and even though the required warscore was over 100. Kind of a show stopping bug that.
 

Sute]{h

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A state should be able to hire the people it needs, and then provide them the resources they need to do their job.
Yes... but experience shows that it is very hard to hit the sweetspot. States either underfund the bureaucracy or overfunds it.
 

guyfawkes5

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I haven't been able to play the beta yet due to launch errors, but re: 'bureaucrat bloat':

Darkrenown: Would it be possible to mod in a demotion modifier for bureaucrats once the national or regional percentage of them goes, say, 1 or 2 percent over their maximum potentially useful percentage (I don't recall what this is, but I realise the actual useful percentage changes with reforms)? In other words, something similar to the demotion modifiers clergymen receive when over 4 percent but the player would still be punished for bloat - but crucially with the extent limited to somewhat reasonable levels.

I suggest this because in every version of Victoria II I have experienced the problem of unreasonable bureaucrat bulge has been present (with, for example, a bureaucrat population still proportionally growing even though they shouldn't be receiving any wages), and it seems to be extending into this version too through reading comments.
 
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