Airships: Conquer the Skies

Airships: Conquer the Skies

Industry II - Economic,Scientific&Technological Balance Committee
72 Comments
TheOppaiLord 10 Jul @ 8:59am 
After getting the Heroes & Villains DLC suddenly Industry makes ~25% more money, what's up with that?
PlatinumRyan 4 Jan @ 1:39pm 
try it multiplayer, maybe it will be more balanced
Billions must gamble 7 Aug, 2024 @ 2:32am 
not balanced mod. at all.
Ren'Dahu Nation 16 Jun, 2024 @ 6:15pm 
PLEASE... tell us what mods we need from now on
摸口有害口口 9 Jun, 2024 @ 6:34am 
我超,大佬原来是虚拟桌宠模拟器的作者
Leo Sypher 14 Mar, 2024 @ 1:49pm 
I think this would all be really interesting and make the economy very intuitive, as much as I love this mod, it tends to break the economy really fast and just makes it so that all the players have inf. money and AI has basically nothing

the last thing I though of feels a bit over the top and im not even sure if it could be really implemented but the idea is when a player makes a treaty with another player that has industries producing weapons like planes, missiles and such, then those components become cheaper for the other player to build on there ships, this would make it so that one should be careful in who they trust with trade treaties IF there manufacturing weapons, but that part as I said is a bit extra, might be neat, probably unnecessary though

but these are all just ideas, let me know what you think
Leo Sypher 14 Mar, 2024 @ 1:49pm 
secondly, I think it would be cool if the amount of money you make base line should be turned way, way down, like 10% of what it is now, and it should increase by something like 5% or so with every town you have, in addition I feel like trade treaties should increase it by 10% as a base, and add something like 2% - 5% for every city the nation you made the treaty with has, all of this would also make avoiding negative percentages and needing to manage your economy very closely much more important than it is now as (and this is really realistic) it would become more costly to keep industrial buildings standing, than it would to tear them down, due to it being percentage based if your -100% is 1000 a month, then you demolish some industries to decrease your income (which is negative as I said) by 250 a month, then that negative 100% only accounts for -750 a month, this could bail you out in the short run, but make it more difficult to recover (as it would be)
Leo Sypher 14 Mar, 2024 @ 1:49pm 
I have some more intricate balance suggestions, firstly I feel like making every economy detraction percentage based would be far better than a set number like in the base game, as me and my friends have discovered that it doesnt take much where every plague, unrest, pirate raids and all can be tanks with absolutely no action at all as we tend to easily reach a point where we're making 3,400 a month

(I'll have to post this in multiple segments, I apologize for that)
Oh Liver 1 Jan, 2024 @ 11:52am 
Cool mod, however I don't like how profitable the investment company and early bank are.
The investment company makes 3.75 income per square at tier 1 which makes the most money until tier 5 where it gets beat by the robot factory at 4 income per square and the missile factory at 4.25 income per square.

Just makes those buildings feel pretty cheaty and discouraging progression the industry tech tree
James the Bond 10 Nov, 2023 @ 9:19am 
Just a meme I came up with


Enemy: We have good amounts of money and we have a fleet!
Me: I N D U S T R Y
grand_admiral_traun 24 Oct, 2023 @ 10:53am 
Best mod ever, thanks for this gamechanger
GronkaDonk 5 Oct, 2023 @ 12:48pm 
this wont download or show up in the list of mods for me
Dauntless Duelist 28 Jul, 2023 @ 2:38pm 
Has anyone made any fleets which utilize this mod? If so, how do they perform? Do they tend to snowball in silly ways?
selest19 12 Jul, 2023 @ 11:36am 
use the "none" armor?
Tanelorn 23 Apr, 2023 @ 12:12pm 
Thank you so much for adding balance to Industry 1 with tech requirements, etc. That was a huge issue for me and it makes this much less of a "cheaty" mod. It would be good if the AI got an economy buff to balance this mod; maybe playing at a higher campaign difficulty?

One request: Please see if you can make farms and other outdoor modules look like they are outdoors (i.e. not in a building). Other mods like Cataclysm have farms and forests that are just the plants in the ground, with no surrounding building. Changing this will make the mod look much better.
AnonymousMobster 2 Apr, 2023 @ 12:34pm 
You can Technically do it, by making your own factions and adding the eco buildings there
Emperor Xi 9 Feb, 2023 @ 11:59pm 
It's a good mod, but shamefully unbalanced because the AI players can't use it.
μμ 6 Dec, 2022 @ 11:11am 
Also the AI needs to be able to utilize it, otherwise it's going to unbalanced regardless. You can't have a way to make exponentially more money then your opponents without breaking the game. It's a cool idea but way too overpowered currently.
μμ 5 Dec, 2022 @ 9:58am 
I think you could improve balance by reducing the profit of each module type by a % of the total number of buildings of the same type. So if you spam the same module 20x you're investment starts becoming less profitable. Which is more in line with reality of supply/demand.
Hans_M 14 Nov, 2022 @ 8:10pm 
4-5年就结束,你们游戏节奏都好快啊哈哈哈
洛里斯杨远  [author] 12 Nov, 2022 @ 10:51pm 
@Hans_M 这个游戏没有小数点,所以基础建筑最低压到这个盈利额度了
再低点要么整很贵的建筑,那样不仅建造要花许多时间,4-5年游戏都快结束了
目前设计的是12-10个月回本,利润率在4.3-5.6%,
算法是 利润率=((技术序号+科技等级)^0.1+成本^0.1)*1.5%
Hans_M 12 Nov, 2022 @ 8:47am 
其实还不够平衡。从当今的市场来看,投资银行大多需要四到五年时间才能把资本滚一番,而经营良好的制造业企业更是普遍需要十年以上的时间才能翻番。
洛里斯杨远  [author] 10 Nov, 2022 @ 10:22pm 
The income level of this mod is close to the balance level. If the adjustment is less, there will be a lack of low-grade buildings and buildings will be useless
Horhyzon 9 Nov, 2022 @ 1:22pm 
Is there a way to edit this mod to nerf the income to a balanced level?
洛里斯杨远  [author] 26 Oct, 2022 @ 4:55am 
@Hans_M 没仔细看,以为陈乐在群里,结果今天一搜的确不见了 居然真遁走了
我和作者是在群里认识的,以为他在群里 如果你对作者感兴趣可以去加下 作者陈乐QQ 154196670
Hans_M 26 Oct, 2022 @ 3:32am 
你们从贴吧官方群里遁走了
洛里斯杨远  [author] 16 Oct, 2022 @ 2:18am 
@Hans_M 不好意思,忘记回复了,没有交流群,不过作者陈乐和我在贴吧官方群里
@DeseretMobster Thanks for love this mod :bite:
AnonymousMobster 12 Oct, 2022 @ 2:25pm 
Any Plans for Smaller modules, or taxable bedrooms, I love the original industry just it faces problems with balance, and Industry 2 has modules not fit for building small houses or any housing for the matter. P.S love the mod
Hans_M 11 Oct, 2022 @ 5:10am 
有交流群吗
Sykarus 4 Oct, 2022 @ 4:37pm 
Going to try this.
洛里斯杨远  [author] 28 Sep, 2022 @ 8:19am 
@Max_Tax_Smacks
ChenLe:
Theoretically, yes
But i don't know what happen it the AI can build huge industry,maybe it will build large fleets or it will break.
Max_Tax_Smacks 28 Sep, 2022 @ 7:48am 
Not that I know, but assuming that the AI is really bringing in the money, could you make the AI build bigger fleets, because I see myself over powering my enemies with huge fleets and cash
chryssjanzonio 22 Sep, 2022 @ 5:18am 
why does ai not build building?
chryssjanzonio 22 Sep, 2022 @ 4:40am 
can you add some presets for buildings so we dont have to individually design them
洛里斯杨远  [author] 17 Sep, 2022 @ 6:40pm 
@DrBossWatson If 0 income is displayed, it may be that you don't have enough profitable buildings, which is just the same as your other building consumption
You need to build more income buildings
DrBossWatson 17 Sep, 2022 @ 4:16pm 
How do plantations work? It shows 0 for income
洛里斯杨远  [author] 31 Aug, 2022 @ 6:36am 
@Bao yes! now this mod is work in game
AnonymousMobster 30 Aug, 2022 @ 2:29pm 
Huzzah!
Bao 30 Aug, 2022 @ 6:10am 
the game developer david stark fix this?
洛里斯杨远  [author] 29 Aug, 2022 @ 9:36pm 
After contacting the developer, the developer added the profit function of the town module in version 1.1.0.6. Now the buildings with negative maintenance fees are profitable, and players are allowed to make profits instead of maintaining the city defense budget at 0. Praise the developer!
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经过与开发者联系,开发者在1.1.0.6版本新增了城镇模块盈利功能, 现在负数维护费的建筑是盈利, 并且允许玩家盈利而非将城防预算维持在0. 赞美开发者!:chocola2::chocola2:
晓jian 26 Aug, 2022 @ 11:48pm 
尝试了一下,建筑物确实能盈利了 ,但是:只能补偿当地的支出
假设城镇的防御开销是19,而防御预算是15,那么19-15得到的4,就是你真正需要支付的费用。
与此同时,我们盖一个负维护费的产业建筑,假设他可以盈利10,那么效果就是4-10
此时多出来的6块钱理应往我们国库里放,但,并没有
所以真实效果就是花八佰盖了一座盈利十五块的企业,但这个企业的盈利目的只是为了给城防发工资,工资发完后多出来的钱就当场烧掉,一毛也不留给昏君:steamfacepalm:
洛里斯杨远  [author] 26 Aug, 2022 @ 10:54pm 
After testing, the developers seem to have fixed the bug of this negative profit building
However, the negative profit of airships/landship has not been fixed. Players can avoid this error by building industrial airships
As for subsequent development, we are contacting the author to try to restore the bug with negative maintenance cost
At the same time, the development of industry 3 is in progress, and new building systems will be used However, due to time constraints, the development progress of industry 3 module will be slower than expected
Whisper 26 Aug, 2022 @ 10:13am 
mod is dead?
Felis Leo 22 Aug, 2022 @ 8:14am 
So, i think the new update broke industries in buildings, now we need to make commercial fleets to boost income, please fix it!
star flame 20 Aug, 2022 @ 7:31pm 
搭配其他可以在飞艇上铺土的mod 我们就可以玩浮空城了 yeeeeeeeeeeeeeeeeeeaaaaaaaaaaY
Rage 20 Aug, 2022 @ 7:08pm 
needs a update to fix the broke fortification industry not making a income please. cause its hell to make shit like i do on floating platforms or mobile tanks.
Rahaynes 19 Aug, 2022 @ 6:36pm 
I want.... Industrial Mobile City.... I NEEEEDDD
maxharrysson 19 Aug, 2022 @ 1:25am 
*LAUGHS IN MONOPOLY*
maxharrysson 19 Aug, 2022 @ 1:23am 
DEAR GOD THIS MOD IS SO DAM GOOD WITH CONQUEST. I MADE A SUPER INDUSTRY SHIP AND NATIONS STARTED FIGHTING OVER ME
DevilDog 18 Aug, 2022 @ 12:56pm 
Guardsman you have served us well