I went through and doubled the needs for most crop-based products for citizens (i.e. tea, cattle, fish, etc.), and doubled the prices of them too. I left the farmer needs for food products as they were originally, to simulate farmers being able to provide for themselves (and to make it easier for agrarian economies to get by). I adjusted the prices on the factory goods that use these products. I also made a few other tweaks (halved the glass need for wineries and distillers, made fabric take 2 cotton 1 wool, etc.), and then loaded up a game as Mexico.
Not surprisingly, I was making more money than before - I still had to crank up taxes, but I was making a profit at app. 65%-70% taxes and only lowering education, defense spending, and crime fighting about 50%. The surplus on the world market for most of these goods still stuck at 10000 - a good sign, I think, that production still outstrips demand with these changes at the beginning of the game.
I then loaded up the 1914 scenario. Mexico was profitable without making any changes to the budget at all except raising tarriffs. Fish, cattle, tea, and some other goods got up to the high 9000s on the stockpile and then would not go higher. Some products, like wool (which I did not increase the pop need on, but did add as an ingredient for fabric) hovered around 1200.
I'm thinking these changes might make the game a little more realistic. If Mexico can make money without industrializing, and if there's just enough of most of the food resources at the levels of population in the 1914 scenario, that might fix overpopulation as well. I don't know what exactly will happen to a country that gets overpopulated, though - I expect mass emigration and lots of revolts and political changes.
I'll be starting a new GC with these new rules, I'll keep y'all updated on how it works out.
Not surprisingly, I was making more money than before - I still had to crank up taxes, but I was making a profit at app. 65%-70% taxes and only lowering education, defense spending, and crime fighting about 50%. The surplus on the world market for most of these goods still stuck at 10000 - a good sign, I think, that production still outstrips demand with these changes at the beginning of the game.
I then loaded up the 1914 scenario. Mexico was profitable without making any changes to the budget at all except raising tarriffs. Fish, cattle, tea, and some other goods got up to the high 9000s on the stockpile and then would not go higher. Some products, like wool (which I did not increase the pop need on, but did add as an ingredient for fabric) hovered around 1200.
I'm thinking these changes might make the game a little more realistic. If Mexico can make money without industrializing, and if there's just enough of most of the food resources at the levels of population in the 1914 scenario, that might fix overpopulation as well. I don't know what exactly will happen to a country that gets overpopulated, though - I expect mass emigration and lots of revolts and political changes.
I'll be starting a new GC with these new rules, I'll keep y'all updated on how it works out.