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Walter Hawkwood

Fairy Godfather
111 Badges
Oct 12, 2001
571
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This mod is primary aimed at increasing 1.02 playability. It has market prices severelyraised for all goods, bringing more profit. However, it becomes progressively tougher to maintain a high research rate and a large military. Keep in mind, that the mod was made in an hour or so, and that it is mainly aimed at increasing playability. And before you ask, steel is supposed to earn negative profit in 1836. To see how it goes later, just load some other scenario.

As I have nowhere to upload files, some old copy&paste job is required. To apply the mod copy the following into the files (overwriting their content, remember backing up).

db/economy/resource-prices.txt:
wool = 8.0
cotton = 10.0
dye = 10.0
tobacco = 10.0
tea = 8.0
coffee = 8.0
opium = 35.0
silk = 30.0
cattle = 7.0
fish = 4.0
fruit = 4.0
grain = 4.0
coal = 20.0
sulphur = 20.0
iron = 30.0
precious_metal = 125.0
timber = 7.0
tropical_wood = 20.0
rubber = 20.0
oil = 35.0
steel = 35.0
cement = 20.0
glass = 20.0
fuel = 140.0
ammunition = 90.0
small_arms = 250.0
artillery = 380.0
barrels = 283.0
fertilizer = 50.0
explosives = 160.0
clipper_convoy = 120.0
steamer_convoy = 150.0
machine_parts = 250.0
automobiles = 500.0
aeroplanes = 600.0
electric_gear = 85.0
telephones = 200.0
wine = 35.0
liquor = 35.0
canned_food = 55.0
fabric = 35.0
regular_clothes = 55.0
luxury_clothes = 180.0
lumber = 25.0
paper = 30.0
furniture = 35.0
luxury_furniture = 120.0

db/economy/misc.txt:
#Cost in leadership for one new leader
leader = 20

#Size of mobilizing at each time
mobilization = 5

#Costs of State Bonds
state_bonds = 100

#Each Pops daily cost for literacy
literacy = 3

#Factor for reform costs (for easy tweaking.)
reform = 2.0

#Factor for crimefighting costs (for easy tweaking.)
police = 1.0

#Factor for defence costs (for easy tweaking.)
military = 200.0


#Experience income from combat
experience = 1.0

#How much does each factory need to pay for in crime costs.
factory_crime = 5.0

#Basic Income for pops.
income = 12.5

db/economy/factory-input.txt:
#
# Resource gathering buildings... should not really HAVE a price :) Unless we need for balance..
#


cotton_plantation = {
}

dye_plantation = {
}

tobacco_plantation = {
}

tea_plantation = {
}

coffee_plantation = {
}

opium_plantation = {
}

sheep_ranch = {
}

silkworm_ranch = {
}

cattle_ranch = {
}

fishing_wharf = {
}

orchard = {
}

grain_farm = {
}

coal_mine = {
}

sulphur_mine = {
}

iron_mine = {
}

precious_metal_mine = {
}

timber_lodge = {
}

tropical_wood_lodge = {
}

rubber_lodge = {
}

oil_rig = {
}



#
# Factories below here..
#
#
#

steel_factory = {
iron = 2
coal = 2
}

cement_factory = {
coal = 2
}

glass_factory = {
coal = 2
}

fuel_refinery = {
oil = 2
}

ammunition_factory = {
sulphur = 1
coal = 1
iron = 1
}

small_arms_factory = {
ammunition = 1
steel = 1
}

artillery_factory = {
explosives = 1
steel = 1
}

barrel_factory = {
automobiles = 1
}

fertilizer_factory = {
sulphur = 2
}

explosives_factory = {
fertilizer = 1
ammunition = 1
}

dye_factory = {
coal = 1
}


clipper_shipyard = {
fabric = 2
lumber = 2
timber = 2
}

steamer_shipyard = {
steel = 2
coal = 5
}

machine_parts_factory = {
steel = 1
coal = 1
}

automobile_factory = {
machine_parts = 2
electric_gear = 1
rubber = 1
}

aeroplane_factory = {
machine_parts = 2
electric_gear = 2
rubber = 1
}

electric_gear_factory = {
rubber = 1
coal = 1
iron = 1
}

telephone_factory = {
glass = 2
electric_gear = 1
}

winery = {
fruit = 3
glass = 0.25
}

liquor_distillery = {
grain = 3
glass = 0.25
}

canned_food_factory = {
iron = 0.5
cattle = 1
grain = 1
fish = 1
}

fabric_factory = {
cotton = 2
}

regular_clothes_factory = {
fabric = 1
dye = 2
}

luxury_clothes_factory = {
regular_clothes = 1
silk = 2
}

lumber_mill = {
timber = 2
}

paper_mill = {
lumber = 1
}

furniture_factory = {
lumber = 1
timber = 2
}

luxury_furniture_factory = {
furniture = 1
tropical_wood = 4
}