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Java of Flanders

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I also think the Community Mod is more playable in terms of economy. I installed the Victory-x mod yesterday (over a fresh install) and only lost money, there was no way of making any money unless having very high taxes which is deadly in the end for a monarchy.
 

Varangian

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Java,

I've been playing the Unknown X mods from the begining and I've had no trouble making money. I don't make gobs of cash, but I can make a reasonable profit and still keep my education slider at about 50%. When I need to make a lot of cash, I reduce my education spending. I never raise taxes above 45-50%, but I do have my tariffs maxed. Do you keep your defense spending maxed or your crime spending maxed? If you reduce both of those to half or less, I don't know why you're losing money.

I prefer a tougher economy to slow the growth of the uber armies and the unbelievably fast colonization of Africa.

Varangian
 
Oct 22, 2002
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Hmmm...

Ok, how does this sound, how about coming out with 2 mods like Moztart41st did with his com.mod..... Have one with more of the Com. Mod economy, and one with more of the Victory X economy. Or is this getting too wishy washy??
 

unmerged(23687)

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Your Unification idea triggered an Event by me: "three hurrays for both of you"
Until now i played the Community-Mod and was quite happy with it. But there is a point when you gain enough experience with the gameplay and the economy, that Community-Mod seems to be a bit to easy for an experienced player. So i think it is a hell of balancing to make the majority happy. I really wished you could integrate different economy-difficulties to the difficultie levels. But i fear you can t. So it must be clear that there will be never exist one Mod, which will hit the economic sweet spot for everybody. Further i think it is not clear if there exist a majority, who favourite the one or the other way. So feel free to experiment with the Unification of Mods. We will give feedback to afford your great work.
Thanks a lot to both of you, that you spend so much spare time to improve Victoria.
 
Nov 15, 2003
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Long LEE said:
Ok, how does this sound, how about coming out with 2 mods like Moztart41st did with his com.mod..... Have one with more of the Com. Mod economy, and one with more of the Victory X economy. Or is this getting too wishy washy??

What is the point for united mod then? Economy will be more like the one found in Victory X, because of AI issues. But please don't make untrue statments like i can't make any money when using Victory X, because if you look in to the files you find that economy in Victory X is only about 30% less profitable and that ain't so big difference.
 

Darktooth

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i really appreciate this decision. i'm hoping for a good balanced game with working unifications and no uber-armys.

my suggestion for the "economic-sweet-spot": just make the beginning event of the community mod with different choices, where the player can decide how big the output-modifier will be. but i'm not sure if this will mess up the economy.
 
Oct 22, 2002
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Pardon...

unknown-X- said:
What is the point for united mod then? Economy will be more like the one found in Victory X, because of AI issues. But please don't make untrue statments like i can't make any money when using Victory X, because if you look in to the files you find that economy in Victory X is only about 30% less profitable and that ain't so big difference.

Sorry, but I've never use the Victory X mod. My comments a while back were ref a problem I was having with Mozarts mod, and I have since then let him know that I found the problem, and it was us (me). If you two come out with one mod that's great, I just mentioned it as it seem a few around here would like the option of some choice. Having said that, I realize beggers can't be choosers, and you're the ones doing all the work, and I for one, do greatly appreciate it!
 
Nov 15, 2003
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Long LEE said:
Sorry, but I've never use the Victory X mod.

Well if you never use or ever have used(or have played only one or two games a LOOONG time ago) , then why the negative stance on Victory X economy model?

and for one thing - why do you all keep talking about the dire need of output increase?(if economy works fine without it then, why do we need to change the output modifier)
 
Oct 22, 2002
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??????

I don't what to turn this into a pissing match, but I've never made one negitive comment about your X mod. anywhere on this forum. So I don't really know what you're talking about???
 

JohnMK

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Compromise, compromise. How about a 20% boost to production? Without compromise it's more like Hitler's Anschluss. :rofl:
 
Last edited:
Nov 15, 2003
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Long LEE said:
I don't what to turn this into a pissing match, but I've never made one negitive comment about your X mod. anywhere on this forum. So I don't really know what you're talking about???

Well, a few posts ago you suggested that there should be two versions of this mod, one based on community economy and the other on Victory X economy, this can be taken as all but overly positive stance.

And i still can't understand why increased production is necessary? You really wan't to have 9999+ of most products on WM after late 50's? Even with any output modifier there is heavy overproduction of some or goods and i don't mean only resources from RGO's.
 
Dec 20, 2003
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unknown-X- said:
And i still can't understand why increased production is necessary? You really wan't to have 9999+ of most products on WM after late 50's?

Never had experienced this with community mod!!!
Why do you think the increasing of production output will lead to such strange things?
All together be objective or put the whole project to the garbage can !!!
 
Dec 20, 2003
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I know what he wants to say(i'm really no idiot :D ) but he's wrong look here and see the year it is! : :eek:
 
Dec 20, 2003
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Ok i'm saying sorry too ;) ... but only for the rgo goods this is right:
Code:
 worldmarket = { 
        cotton = 229.994 
        dye = 0.000 
        tobacco = 10000.001 
        tea = 10000.001 
        coffee = 10000.001 
        opium = 10000.001 
        wool = 396.687 
        silk = 1.056 
        cattle = 9977.415 
        fish = 9977.814 
        fruit = 9932.639 
        grain = 9912.900 
        coal = 190.392 
        sulphur = 0.000 
        iron = 0.000 
        precious_metal = 10000.001 
        timber = 51.285 
        tropical_wood = 0.000 
        rubber = 9991.370 
        oil = 227.925 
        steel = 0.000 
        cement = 204.388 
        glass = 0.000 
        fuel = 0.000 
        ammunition = 0.000 
        small_arms = 0.000 
        artillery = 0.000 
        barrels = 0.000 
        fertilizer = 0.000 
        explosives = 0.000 
        clipper_convoy = 0.000 
        steamer_convoy = 0.000 
        machine_parts = 0.000 
        automobiles = 0.000 
        aeroplanes = 0.000 
        electric_gear = 0.000 
        telephones = 0.000 
        wine = 0.000 
        liquor = 0.000 
        canned_food = 0.000 
        fabric = 0.000 
        regular_clothes = 0.000 
        luxury_clothes = 0.000 
        lumber = 0.000 
        paper = 20.130 
        furniture = 0.000 
        luxury_furniture = 0.000 
        }
 
Dec 20, 2003
772
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No i'm using community mod 1.6. And it's 1871!!!
So i think it's not too easy for my prussia! ;)