Victoria United Modifications Project- Release discussion thread
Well, to get the ball rolling, I am going to suggest what we should probably expect to see this mod. This thread is for Unknown, myself, and the community to discuss what changes should be integrated from each mod. Unknown and I are the developers, so naturally we shall have a say, but you guys are going to be the ones playing it, so your thoughts are vital as well.
Let us turn to the first item of discussion of what should be integrated.
-My events
-Unknown's AI files
This should be without too much dispute.
We will also incorporate the smaller mods of Dale's Australia mod, The Brazil Mod, Xyrix's Paris Commune Mod.
These too, should be without too much disagreement.
Next we turn to the complicated issue of economy, and the one area which Unknown and I both worked very hard on, and, unfortunately, in very different ways. Let us take a moment to consider the work each of us has done.
-My economic model is the result of a lot of hardwork, testing and feedback from the community. It could be briefly described with the following changes
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-Most importantly, output is 1.5 times what it is in Vanilla Victoria. This was the original purpose of my creating a mod in the first place, something to serve as an "economic patch". While, of course, the mod grew to much greater proportions, it is still something I feel very strongly adds to the game.
-Prices of base RGO goods increased by 1. This was done to help out the minor nations and to help make an agrarian economy just a little bit more feasible, especially since many of them cannot expand their RGOs anymore.
-The prices of cement, small arms, ammunition, glass, fabric, canned goods and lumber have been increased by 1.
-The cost in resources for railroads was multiplied by three to represent the increase in output.
-Pop demand for paper and regular clothes was cut by half to help get more of these items in circulation.
-The price of expanding RGOs increased from 100 to 1000.
-Industrial events which give you machine parts now give you paper and regular clothes as well.
-The cost of irregulars have been increased from 300 to 1000 to slow down China's monstrous armies.
-The resources required for building colonial buildings are increased by 5. This is to reflect the increase in output, as well as slow things down.
-The monetary cost of building colonial buildings has been doubled.
Unknown's list of economic changes in his thread is rather brief, and I hope that he can elaborate on them for us. I believe that the crux of his economic model revolves around different building priorities for the AI. Unknown has made it clear in the past that he does not believe increasing output is the way to go.
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*Reduced input resources for ammunition factories. Requires now only 2/3 of coal and iron and 3/4 of sulphur.
*Some minor tweaks here and there
While I am naturally biased, I hope for the economic model from the Community Mod to be the basic blueprint for the Victoria United Mod Project, I am not so blind as to think that it is without fault. Given Unknown's altered building priorities, I think that a 5% decrease in production output, from the earlier quoted 1.5X, would be approriate.
I would probably want to give my increased goods prices the axe, given Unknown's new building priorites, they are probably no longer necessary. I would probably want to alter the prices of colonies one way or another to take into account the changes that Unknown's AI files would bring. But exact numbers could not be determined until proper play-testing has been done.
Well, these are my thoughts on what VUMP 1.0 should consist of. I respectfully give the floor to the players and unknown at this time.