Derek Pullem said:
Explain to me how you can get 80/60/0 needs fufilled then.
Don't be annoyed, but to begin with your question doesn't make sense. There are no 80/60/0 needs; there is only 80/60/0 fulfilment of needs.
I assume you're asking how come the need fulfilment can take this 80/60/0 pattern. It was discussed already in great detail in an earlier thread, btw.
A POP begins meeting its needs by purchasing all the needed items from the life needs group. Each item is counted as a percentage of need fulfilment; if there are 10 items in a need group and the POP buys 8, then its need fulfilment for items in that group equals 80. If 8 items and it buys 6, then it's 12.5 x 6 = 75.
Let's say a POP bought everything except liquor (here I would like to add that I'm gratified Paradox has copied the POP need tables from my mod almost exactly. But it would have been better for them to copy them exactly, and a nod in my direction would have been polite). Anyway, the cash the POP still has after failing to buy too-expensive liquor is applied to the next tier of needs - everyday needs. It will certainly be able to buy several everyday items which are cheaper than the needed liquor, but it won't be able to buy all of them. The more expensive ones such as furniture and regular clothes will be out of reach.
If the discussed POP doesn't have any more cash after buying whatever everyday needs it can afford, the story ends there. If it does have some cash left over (but not enough to buy another everyday need) it will attempt to spend this cash on luxury needs. Quite often it will successfully purchase a relatively cheap luxury item like opium or wine. Then you'll get, say, a 80/60/20 pattern.
As I mentioned earlier, there was an old economics thread where all this was dissected down to the smallest detail. What I find truly surprising is that Paradox not only refuses to inform players how this whole thing works, but also keeps its own betas in the dark.
I must say, with real regret, that this whole Victoria business has truly hurt Paradox's image in my eyes. Bits of old code from other games in the exe file, atrocious English in-game texts (in a game that RELIES on in-game texts to make the player understand what's going on), the pouting and posing on the fora, and also this persistent pretense that the POP need system in the game actually works according to real-life rules of supply and demand... It's childish and silly. It's a game, an entertainment product. A designer does what he has to do to make things entertaining. He isn't beholden to copy real life mechanisms. So I don't quite understand what's the shame in admitting outright that yes, POP needs have been faked to make for an interesting gaming experience because that was the only way to do it without making the game crawl, or adding a couple of months to development time. And keeping such 'secrets' from betas is just ridiculous - there's no other word for it.
Victoria is a great concept and a fine game. But playing it is like attempting to read a great book which has many pages missing, and others despoiled by food stains and scribbles. I've put it on the shelf until 1.07 or thereabouts. And I'll never buy another Paradox game upon release. I'm too old to waste my time.