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that... shouldn't happen because this mod very specifically doesn't give cars a minimum demand
when in the world no body cant produce a car, trade center can import it from world market, cuz pop demands
I should reiterate, even though i've stated it in the mod desc, that goods substitution doesn't work off of price, but availability. So the fact that meat is cheap doesn't change anything by itself, and that is WAD/WAI
Hey chris, when i tested the mod in 1.9 the market stabilizes after a while, so im curious how long you let the game roll with the mod edits.
But the long and short of it is that the mod is not intended to make the pop's life easier, 1836 ain't an easy time period anyways. Famine being present sounds like a plus to me, at least until refrigeration is unlocked
In regards to v1.9.6beta (but also seen in previous versions): I started with Austria and immediately got meat sell-problems (again) - especially a very low meat substitution rate in 'food security' - which seriously hampered my ranch productivity (despite of much needed fabric) and made food (security) overall more expensive for my pops.
Comparing your 00_pop_needs.txt file with the current one there are quite some differences in regards to weight and max/min supply share. I guess the use of 'services' as substitute good also influencess the food distribution (maybe too much)?
After deactivating the mod the food substitution improved and food prices overall got better.
Services is also substitute for all other needs so its not that it went into the majority of basic food but i can see why the UI might lead you to think that
I'll have to play the game a little before i'd know lol
When will you adjust the changes to include Prestige Goods?
Excited to see how this mod performs with the new global market
It might be partially compatible if you load that mod below this one.
Since that mod adds new goods it won't be completely consistent though.
If there are enough demand for a compatibility patch i might drop one once the new patch is out and i'm back on vic3 (for now im playing stellaris)
that doesn't sound right but noted
Intended behavior
The idea is to reward sourcing the stubborn demands, being a isolationist country should have its drawbacks
because the output of subsistence farms are not thorough, that is to say, it doesn't cover every pop needs
yeah the shortage thing should not be a problem because no building uses service as an input
I appreciate you looking into it. I originally found and installed it for making urban centers profitable, so glad it is working overall!
I just checked and i think you just weren't paying attention
The demand is actually less in 1.8 with the mod on when compared to 1.7.7 with the mod on.
Allowing urban centers to turn a profit via service demand is one of the goals of this mod.
Though what you said about 1.8 is interesting, ill roll back to 1.7.7 to check
No, the point of this mod is exactly to replace that file, it is categorical.
The only way this can work with another mod that also wants to comprehensively change that file is via a compatch
I checked that mod and I believe I've basically done the same thing already!
You are encouraged to keep loading both mods though if you believe their balance setting is better. But I believe the difference should be negligible!
(the ratio for cars is slightly higher in PDT but both mods have a 50% cap for cars)
aight it's out
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3327802395
I was in the middle of making a compatch for MR
gimme a day and i'll publish it
The mod is more or less complete. I will however take into consideration any valid feedback i get in case the mod has issues, in which case i'll push an improvement update.
When paradox updates the game and it changes the goods/needs in some way i'll be there to update the mod as well!
The service thing is a callback to the artisan concept back in vic2.
On the silk/oil/opium
I also believe some parts of the world probably should be worse off regardless.
It provides a reason why you would go after these goods. (makes your economy less inefficient by providing different goods)
We will just have to agree to disagree on this. This mod is very popular and one of most thoroughly tested ones i have. If you are slightly more open minded a lot of what it does makes sense.
I agree with the idea of the mod, making more goods be relevant, but there are absolute bonkers things you've done that i don't vibe with. Making Services be in every category is silly. "Covers every need at eighth weight. Artisans, Mavericks, Butlers, and Maids." - What are you on about? These things are already covered under a category called... you guessed it - popneed_services, so get that 1830s Uber Eats nonsense out of the basic food category! Also making silk/oil/opium have a minimum requirement screws over 70% of the world that has no access to these things, in the early game at the very least.
And yes, the elephant in the room, plantation goods like coffee, tobacco, tea are terrible in the base game but i don't think that setting minimum need for these is a good way to fix the issue.
In the end i feel that until Paradox gives modders more tools to tackle the economy (Such as being able to modify the pop needs of individual groups/countries/jobs etc), best that mods like this can do is to create an illusion of improvement by shifting the problems from one good to another - yes you might be able to marginally improve the market situation of one good but you also create problems for 3 other goods in a cycle of endless whack-a-mole.