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Dec 20, 2003
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Hi folks,
i've made a little mod which is tweaking the economy settings for 1.03 a bit, because most pops have problems to get their demands and have no cash reserves.
Another point is to improve ai performance!
So here the things i've modded in my industrialism mod ->

Economy:
  • increased efficience of sulphur
  • all pop needs are lowered heavily
  • added a little demand of opium to everyday demands of upper classes to support prices on WM(same for precious metals)
  • added a little demand of furniture and clothes to life demands of upper and middle classes to support prices on WM(thanks Derek!)
  • added a little bit of wool as in put for fabric factory and therefore i increased the efficiency of fabrik factory a bit
  • lowered crime-fighting costs
  • colonial buildings now costs 3-times more in leadership

Military and AI:
  • added an ai file for each german minor(they will now build more troops against revolts but they still need support of you.... also the factory ai is improved a bit)
  • gave Hannover their second landdivision back and remove moblization of 1 therefore in GC startup(they should perform better against early revolts)
  • added south german state culture to prussia to improve performance(especially in comparision to russia)
  • removed ukrain and uralic state culture from russia
  • overworked the ai's for most major countries:
    -Russia
    -Ottoman
    -Austria(little changes...more will follow)
    -France(slightly changes)
    -improved ai for german minors(now ai's for Bavaria and Hannover included
    -and many more...
Misc:
  • added an event for the austria-prussian war to let it not to last too long: Prussia now have to control their 3 core provinces and Koenigraetz(the place where the war was decided historical)
  • added an extra trigger only for ai prussia to the "Three hurrays for german empire" event to make it more possible that ai will form germany
  • added events to lower BB after german unification events(Conservative empire -30 BB; Three Hurrays (40 BB and +75 relations with all GP's)
  • changed probability of some events choices to avoid too often unexpected and unhistorical decisions
  • lowered the revoltrisk after german unification(thanks Derek!)

I've split the mod in a only economy download for people who wants to use this for example with VIP(because VIP uses their own ai's) and in a complete download!!!


Download here

Unpack it in your victoria folder. Have fun!

The tweaking of the demands of pops is necessary because of little bug with capitalists and precious metals: see here

Please report your experiences with this mod here in this discussion thread!
Suggestions are always welcome! :D
 
Last edited:
Dec 20, 2003
772
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Edited the download from rar to zip because some people can't download rar's!
 
Last edited:

Vharzul

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Hmm Wilhelm, ive tried your mod and I dont see any diffrance in efficiancy, I went into the factory Efficancy and changed it to 2.25 and that didnt show any diffrance and then changed to 5.25 in all and that showed no diffrance what so ever in making more money, alough i have tryed the 80% tax on poorer people and that works lol but I cant rely on then all the time as thier militancy gose up lol and eventuly rebel hehe, got any suggestions :rofl:
 
Dec 20, 2003
772
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So maximillian i've tested it once more with vanilla 1.03 and my mod and it works well!
See here:

Prussia GC
Steel factory in Rhineland
Factory output:
Vanilla -> 0.29
Mod -> 0.36

One of the canned food factories(don't know the state)
Factory output:
Vanilla -> 0.19
Mod -> 0.23

You see it gives a higer factory output!!!
 

AzJeff

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Wilhelm:

I tried your mod in a game as Prussia, and have seen a decline in the number of clerks and craftsmen that devolve.
For craftsmen, devolution was pretty much eliminated, but for clerks it continued - for whatever reason, they still could not afford liquor.
So I modified the life-needs file to change the 0.66 values to 0.5 and the devolution finally stopped.
Aristocrats and capitalists, however, did not change - they still can afford only 60-70% of their life-needs - liquor, regular clothes and furniture were not affordable.
I will probably tinker with their values a little to see what happens.
In my game, craftsmen, soldiers, labourers and farmers were the only POPs that had "excess" cash - aristos, caps, and clerks were always at $0.
So this tells me that perhaps the life-needs for craftsmen, soldiers, labourers and farmers can be increased somewhat, while aristos, caps, and clerks should be reduced.....
We'll see.

(edit to add high class life needs)
 
Last edited:

unmerged(13933)

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@jrb001

Sounds promising at least. How many years did you test? Do the effects last beyond the early years?
 

AzJeff

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Icer -
I implemented the file changes around 1861 and am currently up to 1883 - so 20 years of "testing".
Of course a proper test would be to start the game with these changes in place - I was very frustrated with Prussia in the beginning of the game - having to continously cycle thru all my states looking for devolved POPs, removing, promoting, repeating ad nauseum.
As I understand it, clerks affect factory efficiency, so if they are all devolving, well there goes your factory efficiency - and income!
Not to mention the costs in having to (re)promote POPs back to clerks......
I would like to finish this game as Germany, and then perhaps try again from the start with the new values - if Paradox doesn't "fix" it first, that is (a thread in the general forum indicates that the beta testers are currently looking at POP income, so this "problem" is being addressed.....)
 
Dec 20, 2003
772
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Beta3 avaiable

New version is up:
-life needs of clerks decreased a bit
-life,everyday and luxury needs of upper class halved to see if they can make money at all :)
-added precious metal to upper classes luxury demands(0.5/day) because i've forgotten this in the earlier versions! :eek: If it works will be added to everyday too.
 
Dec 20, 2003
772
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I plan to add in next version of mod wool as additional input for fabric factory too and increase the efficience of fabric factory because of the higher input!
See discussion about wool and cotton here
So it should be as input:
0.5 wool
2.0 cotton

And efficiency changes old:3,125 new: 3,5

What would you say about these changes?
 

Dracleath

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Are the clerk's life needs supposed to be greatly higher than officers and clergy? I was having trouble with them devolving still so I looked at the file and they seem rather extravagant compared with everyone else.
 
Dec 20, 2003
772
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New version

Dracleath said:
Are the clerk's life needs supposed to be greatly higher than officers and clergy? I was having trouble with them devolving still so I looked at the file and they seem rather extravagant compared with everyone else.
Oooops... you're right!!!
I don't know why i haven't changed this?! I'm sorry.
I've uploaded new version(see first post)!
I've take a look over everyday and luxury and tweaked them too a bit.
 

Dracleath

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Just as an idea, I've tried in my own game moving opium from luxury to everyday needs for capitalists and aristocrats to keep it from being .50c on the world market, it seems to have a decent value after that. Also rubber added to everyday clothes in a small amount (say .10) with a corresponding efficiency increase will similarly make rubber not quite so worthless in the early game.
 
Dec 20, 2003
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Thanks Dracleath for your suggestions!
I think opium is a good idea but i would not add rubber because it's used in factories in lat and end game.
And what shall the pops do with rubber... look at it and wonder what to do with it!? :D :rofl: :D
I will add opium to middle and upper class everyday demands in next version!
 
Dec 20, 2003
772
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New version is up:
Code:
added a little demand of opium to everyday demand
of upper classes to support prices on WM(same for precious metals)
 

Derek Pullem

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Interesting - my mods that I'm putting out in the bug forum used almost exactly the same approach. And I haven't been looking at your files to date. Which is encouraging as it would seem to imply we are both on the right track. I've avoided increasing the efficiencies for the time being as thats a kind of difficulty modifier. I've included the file as an attachment.

You might like to try putting a low demand for clothes and furniture in the clerks and craftsmen life needs (0.1 or so) This allows the demand for these products to be kept high even though the Aristos and Capitalists are struggling. I've found that including even a small amount of demand will keep a product from bottoming out at £0.50
 

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  • economy 260204.zip
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Generalisimo

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Wilhelm II. said:
New version is up:
Code:
added a little demand of opium to everyday demand
of upper classes to support prices on WM(same for precious metals)
wouldn't that hurt them more? they usually are the first one that runs out of money (for example, the capitalist class ;) )
 
Dec 20, 2003
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Yes they ran out of money...but they will do too if you lower demands to minimum and with 0% taxes and you give them subsidies! :eek:
I don't get them become a positive cashflow in 1.03 early game... and with these changes they should afford 100/50/0 of their demands and it helps WM prices don't go near 0 for certain goods.