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Nov 13, 2003
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Well, since most people seem to agree with me that the economy at the moment is off the scale I have begun working on an economy mod. The mod won't contain anything fancy like engine edits or such but will rather focus on balancing the economy files so that the industrialistation looks more like it did historically.

I have begun playtesting the Changes I have made and the results are very promising, if there is an interest I can release my changes, before I have tested and balanced it fully.

Anyways here is an excerpt of what changes have been made:

Most basic goods have had their prices increased so that eliminating farming will be less cost efficient than it is now.

Further Coal and Iron have had their prices increased by a LOT to simulate their VERY high importance during the era. (Coal was used to funnel almost all industries and Iron was used to produce steel which was what made Germany into a Superpower)

Luxury goods have had their basic price decreased slightly (however with the wxtra basic goods cost their efficiency is down by a lot)

Thus far from what I have seen it is actually good to have labourers in iron and coal provinces (and timber to some degree) which I feel go with the era, also the starting economy is much more balanced (i.e. you do not have to set all expenses to 0 immediately to avoid -XXX). Railroad production is now more expensive due to the increased cost of steel (produced by iron and coal).

Anyways as I said if there is an interest I will release the mod soon, otherwise I will keep playtesting for awhile.

Cheers
 

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It is nice to see someone else greatly concerned with the Ec. Model.

I started a thread a day or two ago with the same goal. However, your ideas on price increases and decreases are interesting. So far, my ideas revolved more around increasing POP demands (I have yet to do extensive testing though). How successful have your tests been in regards to other industries?

HERE'S A LINK to my thread. Perhaps some of our ideas might be of interest to you.

Great job, and I eagerly await your mods release.

~Rob
 

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Ah yes I have actually read through that thread, and yes I do agree that almost all the economy files need editing, the reason I started with the prices was simply because I felt it was the most unbalanced. I am however interested in editing POP demands later on in the production phase (or if someone wants to jump in and start coming up with ideas/start editing, it oculd be perhaps be done much earlier).


Heres a (VERY) rude equatio on how it works in phase one, (phase two is editing down the total amount of money phase one is redistributing it a bit)

Import costs are 100% of item value

Export income is 60% of item value (assuming roughly 50% tax at 115 % eff)

So if for instance Lux clothes earlier cost 30 import
and sold for 120 that was a 120*0.6 -30 gain = 42 gain
if the import cost is raised to 60 the same equation looks like this:
120*0.6 -60= 12 gain, much more realistic.

The effect Im hoping for is that the most cost efficient would be to produce the whole line of product for a single brand i.e. if I want to produce lux clothes the most gain would come from producing first the raw materials, then a fabric factory then a regular clothes factory the finally a lux clothes factory.
 

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Oh....I see what your doing....Im impressed. :cool:

Id greatly appreciate you contributing to my thread while continuing on this thread.

You see, my goal is for Paradox to use our ideas in their patch (as opposed to creating our own MOD, which you are well on your way to doing). I prefer this option primarily because
A) Many receive the benefits, as opposed to only people wiith knowledge of the MOD.
B) Less work for us :p

However, if it turns out paradox has no interest in implimenting our ideas....then I would be more then happy to participate in the creation of your MOD.

~Rob

oh, btw, do you also think changes need to be made towards political and social aspect of the game...or are you only interested in changing the economic model?
 

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I might just present my ideas there, Ive just gotta get them all together, right now Ive got a few papers full of scribbled numbers in my attempt to calculate it all, so as to get a better result, it is a bit harder than I thought :rolleyes:

frasco101 said:
oh, btw, do you also think changes need to be made towards political and social aspect of the game...or are you only interested in changing the economic model?
Yes I do believe something needs to be done with the social and political aspect of the game, right know I almost always end up liberal democracy. However I feel the economic system is far more off than the political system (and more easily edited, maths as oppposed to programming).
 

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Mar 23, 2003
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These are good goals I too would like too see paradox tweak their economical model for better playability, there are many things that could be greatly improved by making minor tweaks. I wonder also if it is possible to make the economy model more complicated in a patch.. oh well good work guys!
 

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First release

Right, folks it's time for the first little mod-package to be released, I will release it in both .zip and .rar format since people seem to prefer .zip for some reason.

Anyways I want to point out that this is the very first Alpha version and that the mod is at the moment only working at 20-30% of it's intended way since I took some shortcuts which I will have to remedy later on. Furthermore there are quite a few issues with the mod which I am aware of and working on, (the biggest of this being Mega-Super-CHINA).

Install notes:
Extract the files to Victoria\db and press "overwrite all" during extraction, (a backup map is included and should be switched to in case of a paradox patch).

Ecomod.zip
Ecomod.rar
Release notes for version 0.1.0 Alpha:
***
Tweaked all basic goods, most had their basic price increased by X2, so it is now possible although not recommended to survive only on agrarian products.

Tweaked coal, iron and steel to be used in more factories as well as having an increased value.

BIG increase in precious metal value (Having a Diamond mine in these days was HIGHLY lucrative)

Increased value of most "basic factory items"

Decreased overall tax efficiency

Increased Military costs

Increased Crime fighting costs

Increased Education costs
(These cost increases have the point of creating a situation where you will NOT be able to have all the sliders at 100%)

Tweaked goods needed to increase the demand of Tea, Coffee, Tobacco and Opium since these always seem to flood the market (The tweak are sadly having a small affect.)

Increased all conversion costs

Tweaked some factory inputs (Cars require Steel, Artillery require Coal and a few others)

Having a low tax setting should now generate more State Bond income.

A few other minor tweaks.
***


Hope you all enjoy it, any civil comments will happily be had while uncivil ones will be ignored. Also if anyone has any idea of how I can stop the Chinese Juggernaught I would happily hear them.

And just a last word, remember that this is an early, early alpha and that some fixes are just dumb shortcuts so that the Mod would be playable in this early stage.

Cheers S.Friedl
 
Nov 15, 2003
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Right, i looked at your mod. You did all the things about the same way i planned them, few weeks ago. Increased military value to 100+. It seems all nice and seems to help the game alot in the first place...but, by increasing military cost you destory minor and minor_major AI. Because ai likes to hold it's sliders to max. Another thing is literacy, by making education 3 times more expensive, you once again manage to kill minor_major and minor AI countries. I have been testing these settings myself and found that only moderate increase in military and literacy(max 2.4-) is acceptable.
Another thing is making precious metals cost a lot more - eenk! - Wrong way! Only way to implent this is to lower other prices, make factories less profitable. Plus increased consumption of preciousmetals for pop's is needed(to postpone market overflow). Only small increase in precious_metal cost is acceptable(mybe form 25 to 35-40).

NB! Great work! Mybe we can start working on Victory X project together?(Then we would not waste time on the same trial-and-error method over and over again)
 

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Nov 13, 2003
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Thanks for the encouragement and the helpful hints. I am as I said currently in playtesting and haven't found out exactly all the effects in game. Anyway what you said does certainly make sense. Most of the calculations I have done are based on mathematical and historical principles and does not take AI into effect (which is, I know, a fault) since I honestly don't know a thing about AI behaviour :)

I have been looking at your Mod too, and have found that it greatly enhances my gameplay experience and I would certainly be willing to join your project, my help will probably be limited to the economical system since that is where my expertise lies. I realise it would make more sense to reprogram the AI to go with any ecnomical changes rather than having it continue on the old path.

If you would like to talk about the possibility of merging our efforts you could PM me.