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Derek Pullem

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Posted latest trial runs for my experiments with the POP cash / POP demands These try to tweak the POP demands to meet 100/50/0 in early game for a European Major. More raliroads and tech will boost these numbers - excessive conversion of clerks and capitalists will reduce them.

Effect - most POP needs goods prices are substantially reduced - this makes clothes and furniture and paper less of a money maker. Steel still makes good money.

Total income is about the same provided tax rate on poor is increased >50%. They still get their basic needs up to 70% or so as the cost is reduced

Still working on why capitalists and aristocrats are still lagging

Posted these for info / comparison with Willhelm's MOD
 

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unmerged(8351)

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they are lagging because they make exactly the same ammount as poor and middle POPs and thus cannot afford their higher needs.
 

Crazy_Ivan80

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Derek: did cloth price get below 40£ on average?

Some of us noticed that when you dump large quantities of cloth on the market the price drops massively (to below that barrier).

As a result of that price drop a number of classes (the ones with low -1.0- demand in that field, except for clergy it seems) can fill their cloth demand, and as a result a lot of other stuff too.

Classes that require more cloth do not have their demand filled.

NOTES:
- this is in vicky 1.03 unmodded
- in my case it was seen by chance (around mid game with Piemont). Others should test it, maybe even using cheats so they dont have to wait for cloth stocks to build up.

I hope this info is useful Derek, insofar you haven't already adressed the issue.
 

Derek Pullem

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Example run with Piedmont though to '48. Clothes price is £48.8, furniture price is £22.14!
 

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Derek Pullem said:
Example run with Piedmont though to '48. Clothes price is £48.8, furniture price is £22.14!


and? do they have cloth needs fulfilled?
I'm assuming yes from your anwser
 

Derek Pullem

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well most do but some low prestige nations don't
 

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Derek Pullem said:
well most do but some low prestige nations don't


I'll try the mod next version in that case :)
 

Crazy_Ivan80

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Seems to be working :)

but there appears to be a problem:

is it possible that you have set certain needs double? Like in life-needs and every-day needs (regular clothing for capitalists for example), and everyday-needs and luxury-needs? May explain why the capitalists have so much problems getting their needs filled?
 

Derek Pullem

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Crazy_Ivan80 said:
Seems to be working :)

but there appears to be a problem:

is it possible that you have set certain needs double? Like in life-needs and every-day needs (regular clothing for capitalists for example), and everyday-needs and luxury-needs? May explain why the capitalists have so much problems getting their needs filled?

I think the capitalist / aristo problem is because they don't spend all their income on needs (a bug :() But the twin needs for clothing and furniture in life and everyday was deliberate - they had a high demand in life previously and I wanted to maintain that overall demand (relatively) whilst giving them a chance to meet life needs.
 

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Derek Pullem said:
I think the capitalist / aristo problem is because they don't spend all their income on needs (a bug :() But the twin needs for clothing and furniture in life and everyday was deliberate - they had a high demand in life previously and I wanted to maintain that overall demand (relatively) whilst giving them a chance to meet life needs.

ah, I see. Thanks :)
 

unmerged(26509)

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Ive tried similar changes to fix the economy of VIC. This approach solves much of the demand-side issues. Conserning the troubles with high-tier classes (arist and cap), ive tried giving them a higher income bonus by event, similar to the bonus income you get in some commerce-techs. In my tests they are able reach their demands, and actually saving some money aswell.

Further improvements to the economic system in VIC can be made by rising the supply of certain goods (ex. by rising efficiensy, lowering input in fact.), this will lower prices and make more people happy. Done correctly (by increasing costs on the overhead budget aswell) this will not enhance your (or ai) income to much.

I actually find the economic model of ViC to be suprisingly robust to tweaking, witch IMHO makes experimenting one of the most interessting aspects of VIC. (ok, I am an economist :D )

My first post!
 

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Hopalong said:
Ive tried similar changes to fix the economy of VIC. This approach solves much of the demand-side issues. Conserning the troubles with high-tier classes (arist and cap), ive tried giving them a higher income bonus by event, similar to the bonus income you get in some commerce-techs. In my tests they are able reach their demands, and actually saving some money aswell.

Further improvements to the economic system in VIC can be made by rising the supply of certain goods (ex. by rising efficiensy, lowering input in fact.), this will lower prices and make more people happy. Done correctly (by increasing costs on the overhead budget aswell) this will not enhance your (or ai) income to much.

I actually find the economic model of ViC to be suprisingly robust to tweaking, witch IMHO makes experimenting one of the most interessting aspects of VIC. (ok, I am an economist :D )

My first post!
welcome, :)