• 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.
Nov 15, 2003
674
0
www.sanguo-online.com
this is form my last test-run(1869):

cotton = 590.691
tobacco = 10000.001
dye = 196.936
tea = 10000.001
coffee = 10000.001
opium = 10000.001
wool = 3058.668
silk = 163.072
cattle = 9967.518
fish = 9959.140
fruit = 9890.394
grain = 9841.126
coal = 0.000
sulphur = 0.000
iron = 0.000
precious_metal = 10000.001
timber = 13.829
tropical_wood = 9.931
rubber = 8761.256
oil = 0.000
steel = 0.000
cement = 6053.037
glass = 373.201
fuel = 0.000
ammunition = 0.000
small_arms = 4.057
artillery = 23.281
barrels = 0.000
fertilizer = 42.366
explosives = 0.000
clipper_convoy = 894.741
steamer_convoy = 0.000
machine_parts = 0.000
automobiles = 0.000
aeroplanes = 0.000
electric_gear = 0.000
telephones = 0.000
wine = 214.043
liquor = 0.000
canned_food = 17.051
fabric = 0.000
regular_clothes = 4.260
luxury_clothes = 0.000
lumber = 0.000
paper = 909.618
furniture = 0.000
luxury_furniture = 0.000

Err...then i can't see where comes this myth about my mod being harder, when it comes to economy. As you can see from these numbers increased production is not necessary. Note that there is no active human player. With human controlled major country these numbers look better because human player builds factories that make profit and cover up the "empty-spaces" on WM.
 
Last edited:

Mozart41st

Gott Mit Uns
79 Badges
Nov 15, 2003
509
0
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron II: Beta
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • 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
  • Stellaris: Necroids
  • 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: 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 IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
Darktooth said:
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.

This is a really great idea actually. I could very much see this working.
 
Dec 20, 2003
772
0
Unknown-x- try your ai changes with community mod economy that's fun! :D :D :D
 

Mozart41st

Gott Mit Uns
79 Badges
Nov 15, 2003
509
0
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron II: Beta
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • 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
  • Stellaris: Necroids
  • 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: 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 IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
Since I never see you on MSN, why don't you post an alpha version for us all to test , Unknown? I will integrate it with the just released version of the Community Mod, if need be.
 

unmerged(6028)

Private
Oct 10, 2001
21
0
first of all, chill everybody....this is a freaking GAME....it's supposed to be for FUN. oh ok, and maybe some intellectual stimulation. as one who has made a
life's work out of this period (the 1890-1918 period more precisely, but this is as close as a computer game is gonna come) i want this game to be as good as it can get. i've played BOTH of these mods and i simply find it too easy to max out education, anticrime, keep taxes low etc etc with the community mod. the victory x mod forces me to make some tough decisions re
guns vs butter.....and that's as it should be cuz that's how it was. Lloyd George bitterly opposed the buildup of the Royal Navy in the years prior to WWI because of the UK's financial situation....you can't have it both ways.
just my humble opinion. as has been said,you guys are doing the work, you can do whatever you want. but isn't the goal to make this as "historically accurate" as possible? thanks for your work, both of you, and i'll leave you to get back to it now. :cool:
 
Nov 15, 2003
674
0
www.sanguo-online.com
gregb7 said:
as has been said,you guys are doing the work, you can do whatever you want. but isn't the goal to make this as "historically accurate" as possible? thanks for your work, both of you, and i'll leave you to get back to it now. :cool:

I think that we will be implenting a decision system for player at the beginning of the game. I think that in the first place there will be 2 difficulty levels, normal level giving 0.5x increase in production, and the hard one giving 0 or just mere 10%. Also, this way i can resolve the problem with my "maxed-out" AI project, that makes AI act a little it more ahistorical, but adds much needed challange and flavour to the game. So, player can choose the right option for himself and has the possibility to try out the game both ways, 1) easier and a bit more historical game 2) harder and a bit more ahistorical game.
Hope to push the wheels running sometime, when i manage to contact with Mozart41st.