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tyrel68

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No there isn't. Keeping the same goods means we can start with the V:R fairly balanced economy as a starting point.
I just want a world market thats not fubar haha
 
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No there isn't. Keeping the same goods means we can start with the V:R fairly balanced economy as a starting point.

Can goods be adedd by editing txt files or they are hardcoded?
If they can be added, is there a cap?
 

Vricklund

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Basically if you look at the number of artisans then work out the number of good types that each artisan could produce, then assume work out the odds. of that each one selects the same one. It doesn't take too many artisan POPs before the odds of each one selecting the same one goes sky high. Now as the game goes we expect the number of artisan POPs to reduce counter balanced by the inrease in the number of goods, keeping the odds high enough for our liking.
That assumes that artisans pick their new good pretty randomly. As if the wheel of fortune always end up on a specific number. I might just be imagining things but I thought you said they would pick a new good based on what is most profitable? :)
 

King

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That assumes that artisans pick their new good pretty randomly. As if the wheel of fortune always end up on a specific number. I might just be imagining things but I thought you said they would pick a new good based on what is most profitable? :)

No I said there would additional weight towards picking the same good twice in a row if the previous month's good made money.
 

Vricklund

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No I said there would additional weight towards picking the same good twice in a row if the previous month's good made money.
Ah fair enough. My reading comprehension has gone down as of late. I'm thinking it's an age thing. Like any old man I don't pay nearly as much attention to what others are saying as to what I'm saying myself. :p

I must say I like the simplicity of it. Random good selection like that isn't such a bad abstraction and could produce some interesting results I guess.
 

Darkrenown

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What exactly are you expecting to see? It's just going to be the same thing but this time block coloured by tag. :/

Personally I'm holding out for infrastructure, or maybe the skull or boat modes.

The skull is likely RR while the boat will be colonial range, possibly trade routes too if they have such things.

Anyway, nice DD, I'm ever more excited to get my hands on V2.
 

telesien

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No there isn't. Keeping the same goods means we can start with the V:R fairly balanced economy as a starting point.

Ow, so we will still build Dreadnoughts from steamers a and run steamer convoys based on coal and not oil? That was one thing where I hoped for a change...
 

unmerged(67185)

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Ow, so we will still build Dreadnoughts from steamers a and run steamer convoys based on coal and not oil? That was one thing where I hoped for a change...

If I understood an earlier DD correctely units such as a battleship or a dreadnought consume a small amount of goods every day.
 

Evans

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Ow, so we will still build Dreadnoughts from steamers a and run steamer convoys based on coal and not oil? That was one thing where I hoped for a change...

Well, he said same goods, not exactly the same system :)
 

unmerged(63310)

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I just hope goods are not hard coded... the first thing I'll try to mod myself would be some more goods. Although I imagine it could get very complicated fast with the differing needs thru time and technology and class shifts.
 

Featauril

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I just hope goods are not hard coded... the first thing I'll try to mod myself would be some more goods. Although I imagine it could get very complicated fast with the differing needs thru time and technology and class shifts.

More is not necessarily better. I would prefer such a feature to be left for an eventual expansion if it's too problematic to impelment. You can always pull a VIP and change some goods to others.
 

Autonomous

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The skull is likely RR while the boat will be colonial range, possibly trade routes too if they have such things.

Actually, I have the skull pegged for life rating. The hammer seems a better fit for RR.
 

Ex Mudder

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I've been assuming Artisans include cottage industries and what would now be called "small businesses," in addition to a freelance carpenter or electrician. Kinda the class people are trying to jump start now a days with micro loans.

I do hope there is a backward expansion to 1820, or even earlier. I'd love to play the US from around the time of the Louisiana purchase all the way to 1936. Many of the founding fathers of the US were artisans, after all.

I also like how the artisan class adds yet another draw of raw materials and a source of goodies when the big factories can't keep up. Should make RGOs more consistantly profitable.
 

KonradRichtmark

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I do hope there is a backward expansion to 1820, or even earlier. I'd love to play the US from around the time of the Louisiana purchase all the way to 1936. Many of the founding fathers of the US were artisans, after all.

Actually, I'd rather say they were Aristocrats. That is, in the wider V2 sense of the word, aka "Guy who owns RGO, earns craploads of money by exploiting the guys working in it, and increases output of it through his administration skillz." Washington and Jefferson, at least, had significant estates of land.
 

Arilou

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Actually, I'd rather say they were Aristocrats. That is, in the wider V2 sense of the word, aka "Guy who owns RGO, earns craploads of money by exploiting the guys working in it, and increases output of it through his administration skillz." Washington and Jefferson, at least, had significant estates of land.

Franklin would be an Artisan or even a Capitalist though.
 

ikki

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Basically China gets deindustralised.

...so as europe industrialises and makes artisanship (especially in a country low on techs like CAD) unprofitable... the artisans in such a country like china gets angry... and they go fascist :D

Fascinating chain of events!
 

rjf101

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WOW! Looking at that map picture of Anatolia and Greece makes me feel like I'm looking at an Atlas! Or a satellite picture from space. THat is a PERFECT map you got there.

Originally Posted by Quarto
As for Germany, remember, Nazi Germany wasn't fascist at all. Hitler borrowed a few things from fascism (mainly the raised-hand greeting), but the national socialists were, in general... you know, national socialist. They were only marginally less left-wing than communists.

Oh for Christ's sake...

Well, I'm no expert but I have read tons of history books and articles on political ideology, and it appears that Fascists were fiercely anti-capitalist, though instead of wishing to take industry into the government's hands, they actually sought to DE-industrialize Germany a bit, and return to a more agricultural, though still very modernist, society. Fascists were also, of course, very rascist (though rascism is certainly not exclusive to fascism). They both actually had an ultra-conservative outlook in the earliest form of the term, in that they both believed in having powerful autocrats (Hobbes' "conservative" view, as opposed to Locke's "liberal" preference for limited government). Despite the fact that both Communists and Fascists had a love affair with autocracy, anti-capitalism, and mass-killings, for some reason they hated each other's guts. So, even though the only major difference between them is their views on race and their own self-identification, in a poltical sense it does seem fair to seperate Communists from Fascists.
 

unmerged(63310)

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More is not necessarily better. I would prefer such a feature to be left for an eventual expansion if it's too problematic to impelment. You can always pull a VIP and change some goods to others.

I really want to add some more industries tied to fishing, whaling, and trade though... more goods is not always better but limited goods can also be a bit too simplistic.

I'd like to make some goods only officers and capitalists require so countries without many of either might be almost unaffected but certain places- especially industrialized nations with many capitalists will have some special needs growing along with their industrial growth besides luxury goods. I'd probably have to cut back on luxury demands a bit but it is just theorizing now until see what is possible to mod with goods, factories to produce said goods, and tech discoveries relation to new goods.

I have a feeling some capitalists might be getting insanely rich without enough items to spend their money on unless they can build factories simultaneously. Rather than sequentially...

Also I'd prefer a bit more freedom of action from officers perhaps leading revolts more often if some basic goods needs are not met and raise militancy high enough.
 
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