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Wilhelm II. said:
Thanks Derek for your good analysis! ;)
Zedrow thanks for your comments... i thought no one anymore interested in my mod! :D

For the shortages(ammo,machine parts...) there will be many improved ai files(better factory building of ai) in next version of mod, but i think it will take a few days more of testing!

No problem. I'm willing to continue trying them out if you are going to keep updating them. One thing I noticed was that machine parts weren't that hard to get after a while (only had to wait until about 1850 or so IIRC) maybe later though as I could have received some through a tech.

If there is anything you would like me to look for (Derek P. too), let me know, I should be starting a new GC today. I'm not very picky about what country to play so let me know if there is one you would prefer.

Zed
 

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all my pops have income now and the whole thing seems more balanced,

but,

a big problem = pops aren't migrating anymore!!! My pops that are unemployed during many years are still sitting there getting rich,

I've received 0 migrants from inside and 0 migrants from outside, :(
 

Generalisimo

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Spruce said:
all my pops have income now and the whole thing seems more balanced,

but,

a big problem = pops aren't migrating anymore!!! My pops that are unemployed during many years are still sitting there getting rich,

I've received 0 migrants from inside and 0 migrants from outside, :(
mmm... this is a BIG problem... :(
 

Derek Pullem

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Who are you playing?

Maybe the default ought to be a lower level of life fulfilment esp. early in the game.
 

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In my Japan game, I had a lot of movement within my country, both for Clerks as well as farmers/labourers. It increased a great deal too when I Annexed Korea. Not only did I have pops moving from Korea to Japan, but also some from Japan to Korea.

I didn't have any outside immigration, but I think that was because I didn't have any social refoms in place and at some times taxes were greater then 30%.

Zed
 

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Generalisimo said:
mmm... this is a BIG problem... :(

If its true. I don't play with the Industrialism Mod but my POP needs are similar. I believe Wilhelm's increased productivity which might have increased income somewhat.

But I did get Emmigration and Immigration with Switzerland with everyone getting their life needs and the lower classes life and everyday met.

So I suspect that the game was just one of those flukes when somebody else snagged all the Emmigrants.
 

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I'm playing with the Mod as the USA, and as soon as 1837 i got Immigrants. I am using it with VIP, so maybe it has something to do with it...
 

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Bento said:
I'm playing with the Mod as the USA, and as soon as 1837 i got Immigrants. I am using it with VIP, so maybe it has something to do with it...

my unemployed pops were doing nothing and still getting richer and richer, who on earth would go to work if he's getting richer all by himself,

so why would he emigrate,

no seriously I played Belgium and I took Maastricht and I was waiting to let them migrat to Brussels to work in the sulfer mine, but they never moved because they were getting more rich and more rich by the minute, :(
 

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Derek Pullem said:
So I suspect that the game was just one of those flukes when somebody else snagged all the Emmigrants.

there's nothing wrong with putting things into perspective, but when it's not WAD one time, there will be a second time, I assure you
 

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Hmm i havent seen your changes yet, but ill look in the files sounds, good im still working on balancing on my one lol just to see what I cna come up with, now the pop income is fine I think, I did try verius things like raising pop income and lowering other things like crime fighting for factories etc, the results were actuly quite funny, though I did make good money etc without geting to many taxes up etc etc, the problem was I can see were Paradox made the changes to lower income and make the game harder, and solved the problem of the AI country had insanely large Army quite early and large economy, it be good if the two could have been seperated some how in a future patch so that the economey income dosnt really effect the country military abilitie as it dose now, I can really see now how kind of difficult it is to get the correct balance.

But in my opinion its like a cheap easy fix, they should have made in indepenant from ecenomic income, but oh well..
 
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Hi folks,
oh yes this mod still lives! :D
I've worked a lot arround with ai's and other things the last weeks and here is
the result!
I present you all the biggest upadate of this mod since now:

  • set factory efficience back to original values(because of the immigration issue), only sulphur and fabric factory has still a higher efficience
  • lowered crime-fighting costs a bit
  • colonial buildings cost now 3-times more in leadership
  • 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(include now an ai for Bavaria and Hannover)
    -and many more...
  • Prussia's ai improved for much better performance
  • 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!!!

I need your feedback...thanks!
 

tyrel68

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This all going into VIP.2? It seems like a perfect fit :)
 
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tyrel68 said:
This all going into VIP.2? It seems like a perfect fit :)
Thanks for the nice words... but it need a bit of testing if it fits everything well and you should ask people in VIP section and/or Generalisimo if something usefull can be included in next version of VIP.
You can take what you want!
Here comes a screenshot of europe after crimean war :D :
http://mitglied.lycos.de/victoriaempire/victoria/after_crimean.jpg

You see especially prussia performs better... ;)
 
Last edited:
Dec 20, 2003
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Last edited:
Dec 20, 2003
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So work for next version goes on... goal is to slow down russia industrializing progress(in history russia really begins with industrializing at beginning of 20th century)!
And btw colonizing works much better... most of Africa is free in 1860(Russians don't claim all anymore caused by slowed industrializing) :
http://mitglied.lycos.de/victoriaempire/victoria/africa_60.jpg

But i think it's a bit too much penalty given to russia... needs more testing.
Some facts:
1855 - 1865
Russia's Industry Rating Vanilla -> 1.
Russia's Industry Rating Industiralism mod(new beta) -> 5.
And i plan to ask derek to include his colonization mod, so that the colonizing issue will be not a problem anymore then!
 
Last edited:
Dec 20, 2003
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unknown-X- said:
may i ask you how do you slow russias industrialization down?
Of course you can ask and will even answer! :D
First i've added an ai event which gives russia a penalty in building/upgrading factories(more money and ressources needed):
Code:
[size=2]
#########################################################################
#  Russia industrializing penalty
#########################################################################
event = {
	id = 30189
	random = no
	country = RUS

	trigger = {
		ai = yes
	}

	name = "Russia industrializing penalty"
	desc = "desc"
	style = 0

	date = { day = 1 month = january year = 1836 }
	offset = 5
	deathdate = { day = 31 month = january year = 1836 }

	action_a = {
		command = { type = factory_cost_mod  value = 500 }
		command = { type = capacity_cost_mod value = 250 }
	}
}
[/size]

And second i've taken the tech "freedom of trade" away from russia's GC startup.
I know that it's a bit too much penalty right now but i will test it more and find the best values!
Any comments or suggestions are welcome!!! :D
 
Last edited:

Dracleath

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A quick suggestion: I think the original resource inputs need to be brought back to colonial buildings. I've experimented with this somewhat and it tends to slow colonization down considerably. At this point in the game with these things actually being consistantly availible on the world market there's really no reason not to have that back. Also missions are too cheap, the AI builds them exclusively and never builds forts or trading posts that I've seen.

edit - hrm, wierd, trading posts are actually the same cost as missions... Maybe theres some wierd ai thing going on there. Regardless, resource costs would encourage variety as the ai would have varying levels of resources
 
Last edited:
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Dracleath said:
A quick suggestion: I think the original resource inputs need to be brought back to colonial buildings. I've experimented with this somewhat and it tends to slow colonization down considerably. At this point in the game with these things actually being consistantly availible on the world market there's really no reason not to have that back. Also missions are too cheap, the AI builds them exclusively and never builds forts or trading posts that I've seen.

edit - hrm, wierd, trading posts are actually the same cost as missions... Maybe theres some wierd ai thing going on there. Regardless, resource costs would encourage variety as the ai would have varying levels of resources
Hmm...perhaps i'm a little bit stupid today but i don't understand completely what you wanted to change?
Which original resource inputs?
That of patch 1.02 or 1.03 or what?
Since now only ammount of leadership is changed. Rest is vanilla 1.03 ressource inputs for colonial buildings.
Please help me, i'm a little confused! :D
 

Dracleath

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Wilhelm II. said:
Hmm...perhaps i'm a little bit stupid today but i don't understand completely what you wanted to change?
Which original resource inputs?
That of patch 1.02 or 1.03 or what?
Since now only ammount of leadership is changed. Rest is vanilla 1.03 ressource inputs for colonial buildings.
Please help me, i'm a little confused! :D


the 1.01 ones. glass for missions, that kind of thing