• 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.

unmerged(23132)

Corporal
Dec 5, 2003
30
0
Visit site
The economy need a major fix (not that the economy alone need a fix) but I'm afraid the fix won't please me.

In 1836, all the pre-industrialized economy should be working correctly, be able to wage war and colonize (a little) if they want. Hell, it's been done since the 15th century !

But they should become less and less competitive (economically and military)compared to the more industrialyzed one. It should be very progressive however. In 1853-56, GB could not have done any arm to Russia (except to its navy) without the French army. In 1914, there were still far more peoples in the country than in the city in France (until after WWII actually), yet it was as technically advanced as Great Britain? Germany or the United State, had the money to pay a huge bill to Germany in 1871 (a bill designed to ruin her, she nevertherless repayed it quicker than anyone expected), and didn't lose WWI in 6 weeks.

The industrialisation of the world in the 19th century wasn't like the one in USSR between 1923 and 1941. The whole "convert POP" concept is completely ahistorical. If anything, it should be harder to convert peasan to craftmen, and still far harder to convert them to clerk.

To make it short, I'm afraid that the fixing of 1.02 will make industrialisation easier and quicker, while it should be harder but far less vital (with consequence later rather than sooner).
 
Dec 27, 2001
765
0
Visit site
Well, if it won't please you, and you don't have any concrete suggestions to offer as to what could be done, don't post here. You're perfectly entitled to your own opinion but it's OT here.

I'm about to playtest the first rough version of the 1.02 economy mod, new starting factories included. Depending on how it goes the mod will be ready either late today (Saturday) or tomorrow.
 
Dec 27, 2001
765
0
Visit site
Late alpha of the mod ready

A late alpha version of the mod is now available for playtesting. Please send me a private message if you'd like to try it out - unfortunately I do not have a place where I can post it for download (but I'll be checking my messages regularly). If you do and are willing to post the files for download, your help would be greatly appreciated.
 

pimparel

Wargamer Fanatic
46 Badges
Feb 12, 2003
1.934
13
  • Stellaris: Apocalypse
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Conquest of Paradise
  • 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
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
Michaelis said:
A late alpha version of the mod is now available for playtesting. Please send me a private message if you'd like to try it out - unfortunately I do not have a place where I can post it for download (but I'll be checking my messages regularly). If you do and are willing to post the files for download, your help would be greatly appreciated.

Well I don't know the content of your EcoMod, but I really think that the problems rests in the prices.

You should have an agrarian economy, going to war. It may ruin them, but the can do it if they want. It happened in South America (Paraguay vs Uruguay, Argntina and Brazil).

Michaelis, you can post your file here, http://upl.mine.nu/, I use them to post my Brazilian Events (the link is in my sig).
 

unmerged(23132)

Corporal
Dec 5, 2003
30
0
Visit site
>Well, if it won't please you, and you don't have any concrete suggestions to offer as to what could be done, don't post here. You're perfectly entitled to your own opinion but it's OT here.

I'm sorry you saw my post as OT and somewhat offensive. I'm new to these forums and certainly made a mistake by confusing all the place where the economy of 1.02 is dealt with. I won't bother you again with historical argument.

I changed a few stuff myself in the files and made some try with France. So I'm quite aware of the difficulty of what your are trying to do. So many things are wrong in the 1836 situation, and it's so hard to see what will be the impact of any change in the later part of the game.

Anyway, I'm about to have a look at your mod.
 
Dec 27, 2001
765
0
Visit site
Lol I didn't see your post as offensive at all, i was a little offensive myself for which I apologise. You see here I am eagerly scanning threads for any input I can use and you come in saying I won't be satisfied anyway... very frustrating. Anyway I wanted to tell everyone I played last night and the POP consumption numbers are too high, the initial production of certain items wordwide still a bit low, and the requirements for industrial production also need to be nerfed slightly given the minuscule production levels in 1.02. I hope to make these tweaks today and I'll post as soon as they are ready.
 

Walter Hawkwood

Fairy Godfather
111 Badges
Oct 12, 2001
571
25
  • Rome: Vae Victis
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Knights of Pen and Paper +1 Edition
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris: Nemesis
  • Europa Universalis III
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • 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
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
I might add a little on your economy. I've been playing for a while, and that's what I saw.
Military should ABSOLUTELY go more expensive. I wasn't satisfied by raising prices for units 500%. The fact that every minor can raise armies from the very beginning creates some unhistorical situations. For example, USCA tends to always survive, due to having a large army. Colonization might also go a lot more expensive. Raising monetary prices by 400-500% and bringing back special resource requirements (precious metal and glass) might deal with problem of world being colonized fully by 1850 (and at least a third of it by Russia), also ensuring that only very willing and industrial nations can colonize (I am playing Japan, and I'm cracking Africa like a nut - that wouldn't happen if I was forced to spend my scarce glass). That's what I recall from my game as Japan.
 

unmerged(23132)

Corporal
Dec 5, 2003
30
0
Visit site
Michaelis said:
Lol I didn't see your post as offensive at all, i was a little offensive myself for which I apologise. You see here I am eagerly scanning threads for any input I can use and you come in saying I won't be satisfied anyway... very frustrating.

Yes that was because of what I read in other places.

Anyway, I tried my own version of your mod, and I'm pleased to say that so far it has been my most enjoyable game (I'm in 1859). I don't know if it is because of your mod or if it is because I discovered the power of the tarrif in 1.02 (a very good way to balance the budget in the early game) though.

Funnily enough, in 1859, the fabric has becamed a scarce ressource again :).
 
Dec 27, 2001
765
0
Visit site
Well you're making tons of money on tariffs because the POP consumption is set too high in my mod - didn't rebalance it for 1.02. I'm in the process of completing a new version now, I hope to release it in a couple of hours for everyone to TEST - it's most emphatically not the complete finished version, I have to put in some serious game time before I arrive at that point. Any well thought out comments you'd have would be most helpful.
 

unmerged(23132)

Corporal
Dec 5, 2003
30
0
Visit site
Possibly, but the tariff are far more important in vanilla 1.02 than 1.01, too.

Note that I didn't make a lot of money, I had a balanced budget than meant that every effort could translate in some cash to actually do something, instead of making a lot of effort just to balance the early budget.
 
Nov 15, 2003
674
0
www.sanguo-online.com
ok, i'm back and working on Victory X mod. I have been testing different economy mods...and well, they all have something good, but there seems to be always some bad effects. So, i try to get the best out of these economy mods plus adding some more, from me, to them.

Set goals for AI project were almost accomplished late last week, but then i lost my entire hdd with all these ai files onboard, that really gave a huge blow to progress. I hoped to push next version out-of-the-door by 24th, but i guess it will be a bit postboned(but there is always a possibility for a miracle).
 
Nov 15, 2003
674
0
www.sanguo-online.com
Merry Christmas!

Although Victory X v.21a is far from, what i call finished, i thought that you might like to take a look and test it, while i'm away for few days. So, i can fix all the bugs/problems that you encounter while playing Victory X mod.


#############################
#New in Victory_X v0.21a PRO#
#############################

***
New way to mark version number - 0.Xy (X marks the current patch version, y - Victory X version)
***

AI Changes:

*2-way Spain AI for better performance(partly disabled)
*2-way Japan AI for better performance(partly disabled)
*Improved Russian AI file
*Improved Brazil AI file
*Improved German minor AI file
*Improved Sweden AI file
*New Denmark AI file
*New 3-way Ottoman Empire AI file
*...plus alot of changes to be implented into v0.21b(and these that are not listed here)

Economy changes:

*Tweaked RGO upgrade prices
*Tweaked Colonial building time/and cost settings
*Economy files reworked
*World Market works a bit better now!(more changes in v0.21b)

Changes to country files:

*Restored balance between different factories
*Spain is a bit weaker now
*...plus alot of changes that are going to be listed in v0.21b

Tech changes:

*Tweaked research times/costs (more changes to be implented to v0.21b)

NB! This version of Victory X contains many-many changes not listed here...you'll find them
listed in next version!

You can download latest version here

*This is a updated version that has jap_ai.txt bug fixed and features improved economy files.

Thank you all, who have helped me to put this mod together and tested it.

Merry Christmas everyone! NB! Version v0.21b will be released shortly after the holidays
 
Last edited:

sayagh

Sayaghus Vulgaris
65 Badges
Oct 24, 2003
4.008
0
Visit site
  • Europa Universalis IV: Mare Nostrum
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III
  • Europa Universalis IV: Art of War
  • 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
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
Hi,

I installed your mod and a file (japan_ai.txt) is missing.
I got a CTD because of that.
 
Nov 15, 2003
674
0
www.sanguo-online.com
sorry guys there was a last second change in one event fail, i didn't notice it because i started using different file already. I'm terribly sorry for this. You can download a new version that has this problem fixed.
You can use them together, because this new version will overwirte any pervious files. Beginning with v0.21b i will be using moddir function, so you don't need to backup. Basically v0.21a is a rather moderate leap from 0.03c because of changed economy model, tweaked ai files, balanced factories, changed build times and etc.
NB! v0.21b will have all changes listed(oh, boy i have to take atleast one hour off to do that :rolleyes: ) and promises much harder challange than vanilla vicotria or even v0.21a.
 

unmerged(13554)

Sergeant
Jan 7, 2003
61
0
Visit site
unknown-X- said:
sorry guys there was a last second change in one event fail, i didn't notice it because i started using different file already. I'm terribly sorry for this. You can download a new version that has this problem fixed.

Does the link on your reply contain the correct updated Mod Version you refer to, or is it elsewhere ??

Thanks for your hard work BTW, I look forward to testing it. ;)