• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Dracleath

Second Lieutenant
90 Badges
Nov 29, 2001
133
0
Visit site
  • Cities: Skylines - Snowfall
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Necroids
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Cities in Motion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Sword of the Stars
As an example, the current resources I'm testing in my games for colony building are:


coaling_station = {
cash = 10000
lumber = 20
cement = 20
coal = 20
small_arms = 5
clipper_convoy = 5
leadership = 9
}

mission = {
cash = 10000
lumber = 20
cement = 20
glass = 10
paper = 10
small_arms = 5
leadership = 9
}

fort = {
cash = 10000
lumber = 20
cement = 20
liquor = 10
small_arms = 10
leadership = 9
}

trade_post = {
cash = 10000
lumber = 20
cement = 20
opium = 10
small_arms = 5
precious_metal = 10
leadership = 9
}

This slows down the ai considerably, but still allows it to colonize. In my current game with the industrialisation mod and these settings (with 10 canned goods also on forts that I dropped because the ai still wasn't building them) that I abandoned around 1860 england had colonized canada, france algeria, spain was moving into the sahara and mauritania, the dutch and us had some colonies in the pacific, and aside from a few coastal french provinces west africa was still open for the most part. Also portugul did some colonizing around angola but nothing major. Russia was limited to alaska and 2 claims in british columbia.
 
Dec 20, 2003
772
0
Ok thanks Dracleath understand what you wanted to say! :D
It's a good idea, but as i written earlier above i plan to include Derek's colonization mod(which stops colonization at all until 1880 and then faster colonization)!
But perhaps you and the others who are using my mod don't like that idea?!
Please tell me which solution you do prefer!
 

Vharzul

General
82 Badges
Jul 9, 2002
1.785
0
Visit site
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
Hmm intresting hehe for my own settings dont know if its helps, ive done this as my projected costs, some I havent changed but it seems to have an effect, most of africa in 1855 wasnt colonized really, at elast 70% of it was still free, and because of competition some area's could be claimed so a nice thing for colonial war thier :D I might increase a few value's but the reason for not changing a few things is due to nations like Japan have to be able to afford to build colonies if you want a chance to become civilized earlyer.

#
# Province project costs
#


coaling_station = {
cash = 10000
lumber = 40
cement = 40
coal = 20
clipper_convoy = 2
leadership = 3
}

mission = {
cash = 5000
lumber = 20
cement = 20
leadership = 3
}

fort = {
cash = 7000
lumber = 20
cement = 20
artillery = 4
explosives = 10
leadership = 3
}

trade_post = {
cash = 5000
lumber = 20
cement = 20
leadership = 3
}

railroad = {
cash = 2000
lumber = 10
cement = 10
steel = 10
}
 

Crazy_Ivan80

General
116 Badges
Oct 25, 2001
2.014
28
Visit site
  • Europa Universalis IV: El Dorado
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Cities in Motion 2
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Majesty 2 Collection
Spruce said:
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, :(

farmers/laborours don't move internally if the RGO of the province they're in isn't filled completely. They only migrate to other countries.

anyway, does this mod allow pops to have more than 100£ in their pockets?
 
Dec 20, 2003
772
0
Crazy_Ivan80 said:
farmers/laborours don't move internally if the RGO of the province they're in isn't filled completely. They only migrate to other countries.

anyway, does this mod allow pops to have more than 100£ in their pockets?
For the lower classes yes!
I've managed it with unified germany and low class taxes about 50% the farmers and craftsmen have more than 100£ cash reserves!
 
Dec 20, 2003
772
0
Additonal to my last post:
After setting low class taxes under 45% i've got my pops to buy bonds! :p
 

Crazy_Ivan80

General
116 Badges
Oct 25, 2001
2.014
28
Visit site
  • Europa Universalis IV: El Dorado
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Cities in Motion 2
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Majesty 2 Collection
Wilhelm II. said:
For the lower classes yes!
I've managed it with unified germany and low class taxes about 50% the farmers and craftsmen have more than 100£ cash reserves!

:) sweet. looks like I'll be installing this mod then.
 
Dec 20, 2003
772
0
Crazy_Ivan80 said:
:) sweet. looks like I'll be installing this mod then.
fine...it would be nice if you could report your findings and experiences!
This would help to improve this mod! ;)
 

tony luke

Sergeant
41 Badges
Oct 6, 2003
69
0
Visit site
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Sword of the Stars
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Sword of the Stars II
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
Wilhelm II. said:
fine...it would be nice if you could report your findings and experiences!
This would help to improve this mod! ;)

Wilhelm, Can't download your latest mod (full version). Is there a problem with the link? If not can you email it to me direct? Many thanks in anticipation.

Tony luke
 
Dec 20, 2003
772
0
Hm...don't know why it doesn't work anymore?!
Download it from here
 

unmerged(22442)

Second Lieutenant
Nov 22, 2003
150
0
Visit site
Wilhelm II. said:
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

I started a GC as Russia and found that the penalty was insane.

IE: To expand/build a fortress it cost 55 leadership, $40,000, 110 cement, 60 Explosives, and 120 Lumber.

Expanding Clipper Factory cost 35 Machine Parts.

Building a cement factory costs 60 Iron, 60 Cement, 60 Machine parts.

I understand what you are trying to do, but I find it a little too much at this point. Perhaps only making it 150% at beginning and then with the tech that allows Machine parts factory, bump it up more to say 250%.

I would also suggest you allow about a year or two before putting these in place to allow some factories to be built and RGO's to be expanded to take up some of the slack of unemployed pops.

Perhaps a good reflection would be a higher crime fighting cost and army maintenance to simulate the cost of maintaining these factors over such a vast country, and will help level the playing field as well.

Just some notes so far. I will continue playing to see if it gets better.

Zed

Edit: Sorry, after re-reading this I thought I might have been a little harsh. What I meant was, I don't think you intended it to be this difficult, and just wanted to make some suggestions to allow a player, and the AI, to get a decent start, but not be able to go overboard.
 
Last edited: