.Economy
Wie in einem früheren Post angekündigt, habe ich das Wirtschaftssystem genauer unter die Lupe genommen. Dabei fielen drei Dinge auf:
1.) Im Lategame gibt es zu viel Geld
2.) Reiche Nationen sind immer auch erfolgreiche Handelsnationen
3.) Die Bedeutung des Geldes verliert im Zeitverlauf seine Vielseitigkeit und verengt sich darauf Ersatz für Forcelimit zu seinIch habe daher Anpassungen ausgearbeitet, die das Wirtschaftssystem balancen sollen, Geld seine Bedeutung zurück geben sollen, und den Reichtum fairer zwischen den Nationen die leichten Zugang zum Handel haben und denen die schlechten Zugang haben, verteilen sollen.
Ich habe alle Anpassungen gemodded un in unsere bisherige MOD eingearbeitet. Ich habe alles getestet und die Ergebnisse jeweils mit und ohne Anpassung in Grafiken zusammen gefasst.
Die entsprechenden Codes stehen jeweils am Ende des Abschnitts.
Diese Anpassungen würde ich gerne in die Diskussion einbringen.
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Zu 1.) Im Lategame gibt es zu viel Geld und
Zu 2.) Reiche Nationen sind immer auch erfolgreiche Handelsnationen 1. Handelseffizienz reduziert
Die +2% Handelseffizienz die man durch DIP-Tech Stufen bekommt reduziert auf -2.25% pro DIP-Tech Stufe
2. Produktionseffizienz reduziert
Die +2% Produktionseffizienz die man durch ADM-Tech Stufen bekommt reduziert auf -2.25% pro ADM-Tech Stufe
3. Produktionsgebäude angepasst
Den Effekt der Produktionsgebäude von +25%/+50%/+75%/+100% Produktionseffizienz auf +20%/+40%/+60%/+80% reduziert.
.
4. Anzahl an produzierten Gütern durch Manufakturen reduziert
a) Effekt der Manufakturen von +1 goods produced reduziert auf +0.6 goods produced
b) Baukosten der Manufakturen von 500 Dukaten auf 400 Dukaten gesenkt. (Manufakturen werden etwas teurer pro +1 goods produced, das reduziert das Snowballing im Midgame. Der Großteil der Manufakturen wird meist in der Zeit zw. 1550 und 1670 gebaut.)
5. Anzahl der Produzierten Güter durch Development reduziert
Effekt von 1 DIP-Dev reduziert von +0.1 goods produced auf +0.08
6. Earlygame-Ausgleich für 5.)
+25% Handelseffizienz und +25% Produktionseffizienz eingefügt, als Earlygame-Ausgleich für die gesenkten goods produced aus 5.)
(Gemodded als Tech-Bonus für Tech-Stufe 3)
7. Anzahl produzierter Güter durch Kohle
Kohle Manufaktur reduziert von 5% goods produced auf +3 local goods produced. Wie Flogi bereits vorgeschlagen hat.
Resultat:
- Alle Maßnahmen zusammen genommen reduzieren das Lategame - Einkommen um ca 35%.
- Das Earlygame - Einkommen bleibt unverändert.
- Handelsnationen verlieren überproportional mehr Einkommen.
- Steuereinnahmen verlieren nicht mehr so drastisch an Bedeutung wie bisher.
- Der Einkommensunterschied zwischen den reichsten Nationen und den ärmsten nimmt ab.
- Nationen snowballen langsamer: das durchschnittliche Wachstum sinkt von 1.4% p.a. auf 1.2%Code:
monarch_power = ADM
# applied when a country is ahead of time in this technology
ahead_of_time = {
production_efficiency = 0.2
yearly_corruption = -0.05
}
# Pre-era techs
technology = {
# Tech 0
year = 1350
tribal_despotism_legacy = yes
tribal_federation_legacy = yes
native_earthwork = yes
native_palisade = yes
native_fortified_house = yes
native_three_sisters_field = yes
native_irrigation = yes
native_storehouse = yes
native_longhouse = yes
native_sweat_lodge = yes
native_great_trail = yes
native_ceremonial_fire_pit = yes
}
technology = {
# Tech 1
year = 1390
tribal_democracy_legacy = yes
tribal_kingdom_legacy = yes
}
technology = {
# Tech 2
year = 1420
#Monarchies
despotic_monarchy = yes
feudal_monarchy = yes
oligarchic_republic = yes
}
# The 30 big techs from here on
technology = {
# Tech 3
year = 1440
allowed_idea_groups = 1
production_efficiency = 0.25
may_support_rebels = yes
infrastructure_lvl_1 = yes
}
technology = {
# Tech 4
year = 1453
production_efficiency = -0.0225
# Temple
temple = yes
#taxation_lvl_1 = yes
terrain_land = yes
terrain_woodland = yes
terrain_hills = yes
allowed_idea_groups = 2
}
technology = {
# Tech 5
year = 1466
production_efficiency = -0.0225
terrain_desert = yes
terrain_art = yes
terrain_coastal = yes
terrain_swamp = yes
terrain_jungle = yes
allowed_idea_groups = 3
}
technology = {
# Tech 6
year = 1479
production_efficiency = -0.0225
#government_lvl_1 = yes
courthouse = yes
#production_lvl_1 = yes
#Workshop
farm_estate = yes
workshop = yes
}
technology = {
# Tech 7
year = 1492
production_efficiency = -0.0225
university = yes # University
#Noble Republic
allowed_idea_groups = 4
}
technology = {
# Tech 8
production_efficiency = -0.0225
infrastructure_lvl_2 = yes
year = 1505
allowed_idea_groups = 5
max_states = 4
#courthouse = yes
}
technology = {
# Tech 9
production_efficiency = -0.0225
year = 1518
production_lvl_2 = yes
#The Scythe
}
technology = {
# Tech 10
production_efficiency = -0.0225
year = 1531
#government_lvl_2 = yes
town_hall = yes
allowed_idea_groups = 6
theocratic_government = yes
}
technology = {
# Tech 11
production_efficiency = -0.0225
year = 1544
taxation_lvl_2 = yes
#Textile Manufactory
textile = yes
}
technology = {
# Tech 12
production_efficiency = -0.0225
year = 1557
allowed_idea_groups = 7
max_states = 4
administrative_monarchy = yes
administrative_republic = yes
}
technology = {
# Tech 13
production_efficiency = -0.0225
year = 1570
#Improved Drainage
}
technology = {
# Tech 14
year = 1583
production_efficiency = -0.0225
#taxation_lvl_3 = yes
cathedral = yes
plantations = yes
allowed_idea_groups = 8
}
technology = {
# Tech 15
year = 1596
production_efficiency = -0.0225
infrastructure_lvl_3 = yes
may_force_march = yes
}
technology = {
# Tech 16
year = 1609
production_efficiency = -0.0225
government_lvl_3 = yes
mills = yes
allowed_idea_groups = 9
}
technology = {
# Tech 17
year = 1622
production_efficiency = -0.0225
production_lvl_3 = yes
#university = yes
max_states = 5
administrative_efficiency = 0.1
development_efficiency = 0.1
}
technology = {
# Tech 18
year = 1635
production_efficiency = -0.0225
allowed_idea_groups = 10
}
technology = {
# Tech 19
year = 1648
production_efficiency = -0.0225
taxation_lvl_4 = yes
#Cathedral
#cathedral = yes
}
technology = {
# Tech 20
year = 1661
production_efficiency = -0.0225
government_lvl_4 = yes
allowed_idea_groups = 11
republican_dictatorship = yes
max_states = 6
}
technology = {
# Tech 21
year = 1674
production_efficiency = -0.0225
furnace = yes
#Land Clearance
}
technology = {
# Tech 22
year = 1687
production_efficiency = -0.0225
#production_lvl_4 = yes
counting_house = yes
allowed_idea_groups = 12
constitutional_monarchy = yes
constitutional_republic = yes
#town_hall = yes
}
technology = {
# Tech 23
year = 1700
production_efficiency = -0.0225
infrastructure_lvl_4 = yes
administrative_efficiency = 0.1
development_efficiency = 0.1
}
technology = {
# Tech 24
year = 1715
production_efficiency = -0.0225
allowed_idea_groups = 13
#counting_house = yes
max_states = 5
}
technology = {
# Tech 25
year = 1730
production_efficiency = -0.0225
#Improved Farm Animals
}
technology = {
# Tech 26
year = 1745
production_efficiency = -0.0225
allowed_idea_groups = 14
}
technology = {
# Tech 27
year = 1760
production_efficiency = -0.0225
administrative_efficiency = 0.1
development_efficiency = 0.1
max_states = 8
}
technology = {
# Tech 28
year = 1775
production_efficiency = -0.0225
allowed_idea_groups = 15
#Rotherham Plough
}
technology = {
# Tech 29
year = 1790
production_efficiency = -0.0225
allowed_idea_groups = 16
enlightened_despotism = yes
bureaucratic_despotism = yes
}
technology = {
# Tech 30
year = 1805
production_efficiency = -0.0225
#Improved Draft Animals
}
technology = {
# Tech 31
year = 1820
production_efficiency = -0.0225
revolutionary_republic = yes
revolutionary_empire = yes
max_states = 9
}
technology = {
# Tech 32
year = 1835
#Four field rotation
}
monarch_power = DIP
# applied when a country is ahead of time in this technology
ahead_of_time = {
trade_efficiency = 0.2
yearly_corruption = -0.05
}
# Pre-era techs
technology = {
# Tech 0
year = 1350
naval_morale = 2.0
range = 60
may_fabricate_claims = yes
}
technology = {
# Tech 1
year = 1390
merchants = yes
trade_range = 100
global_colonial_growth = 10
}
technology = {
# Tech 2
year = 1420
enable = barque
trade_range = 100
enable = cog
enable = galley
}
# The 30 big techs from here on
technology = {
# Tech 3
year = 1440
naval_morale = 0.1
naval_maintenance = 0.1
range = 100
trade_efficiency = 0.25
global_colonial_growth = 15
enable = early_carrack
}
technology = {
# Tech 4
year = 1453
trade_efficiency = -0.0225
trade_range = 10
marketplace = yes
#trade_lvl_1 = yes
may_steal_maps = yes
}
technology = {
# Tech 5
year = 1466
trade_efficiency = -0.0225
naval_maintenance = 0.1
trade_range = 20
may_slander_merchants = yes
}
technology = {
# Tech 6
year = 1479
trade_efficiency = -0.0225
#navymanpower_lvl_1 = yes
#navyforcelimit_lvl_1 = yes
shipyard = yes
dock = yes
}
technology = {
# Tech 7
year = 1492
trade_efficiency = -0.0225
navalbase_lvl_1 = yes
naval_morale = 0.3
range = 115
may_study_technology = yes
}
technology = {
# Tech 8
year = 1505
trade_efficiency = -0.0225
trade_lvl_2 = yes
#shipyard = yes
num_accepted_cultures = 1
trade_range = 10
naval_morale = 0.2
}
technology = {
# Tech 9
year = 1518
trade_efficiency = -0.0225
naval_maintenance = 0.1
range = 50
may_corrupt_officials = yes
enable = carrack
enable = caravel
}
technology = {
# Tech 10
year = 1531
trade_efficiency = -0.0225
trade_range = 20
global_colonial_growth = 10
enable = flute
enable = war_galley
}
technology = {
# Tech 11
year = 1544
trade_efficiency = -0.0225
range = 100
wharf = yes
navymanpower_lvl_2 = yes
navyforcelimit_lvl_2 = yes
may_infiltrate_administration = yes
may_agitate_for_liberty = yes
}
technology = {
# Tech 12
year = 1557
trade_efficiency = -0.0225
naval_morale = 0.4
}
technology = {
# Tech 13
year = 1570
trade_efficiency = -0.0225
enable = brig
may_sabotage_reputation = yes
}
technology = {
# Tech 14
year = 1583
trade_efficiency = -0.0225
tradecompany = yes
num_accepted_cultures = 1
enable = galleass
}
technology = {
# Tech 15
year = 1596
trade_efficiency = -0.0225
naval_maintenance = 0.1
range = 50
global_colonial_growth = 15
enable = galleon
enable = early_frigate
may_sabotage_recruitment = yes
}
technology = {
# Tech 16
year = 1609
trade_efficiency = -0.0225
trade_range = 20
may_sow_discontent = yes
}
technology = {
# Tech 17
year = 1622
trade_efficiency = -0.0225
trade_range = 20
range = 50
#trade_lvl_3 = yes
trade_depot = yes
enable = merchantman
}
technology = {
# Tech 18
year = 1635
trade_efficiency = -0.0225
enable = galiot
naval_morale = 0.5
}
technology = {
# Tech 19
year = 1648
trade_efficiency = -0.0225
naval_maintenance = 0.1
range = 50
#navymanpower_lvl_3 = yes
#navyforcelimit_lvl_3 = yes
drydock = yes
grand_shipyard = yes
enable = wargalleon
enable = frigate
}
technology = {
# Tech 20
year = 1661
trade_efficiency = -0.0225
trade_range = 20
num_accepted_cultures = 1
}
technology = {
# Tech 21
year = 1674
trade_efficiency = -0.0225
enable = chebeck
}
technology = {
# Tech 22
year = 1687
trade_efficiency = -0.0225
naval_morale = 0.5
naval_maintenance = 0.1
#trade_lvl_4 = yes
stock_exchange = yes
reduced_naval_attrition = yes
enable = twodecker
enable = trabakul
}
technology = {
# Tech 23
year = 1700
trade_efficiency = -0.0225
navalbase_lvl_2 = yes
global_colonial_growth = 25
range = 150
allow_client_states = yes
enable = heavy_frigate
}
technology = {
# Tech 24
year = 1715
trade_efficiency = -0.0225
#drydock = yes
trade_range = 20
enable = archipelago_frigate
}
technology = {
# Tech 25
year = 1730
trade_efficiency = -0.0225
naval_morale = 0.5
naval_maintenance = 0.1
enable = threedecker
}
technology = {
# Tech 26
year = 1745
trade_efficiency = -0.0225
range = 200
global_colonial_growth = 25
num_accepted_cultures = 1
enable = eastindiaman
enable = great_frigate
}
technology = {
# Tech 27
year = 1760
trade_efficiency = -0.0225
naval_morale = 0.5
naval_maintenance = 0.1
}
technology = {
# Tech 28
year = 1775
trade_efficiency = -0.0225
trade_range = 20
}
technology = {
# Tech 29
year = 1790
trade_efficiency = -0.0225
naval_morale = 0.5
naval_maintenance = 0.1
}
technology = {
# Tech 30
year = 1805
trade_efficiency = -0.0225
trade_range = 20
}
technology = {
# Tech 31
year = 1820
trade_efficiency = -0.0225
naval_morale = 0.5
naval_maintenance = 0.1
num_accepted_cultures = 1
}
technology = {
# Tech 32
year = 1835
trade_range = 20
global_colonial_growth = 50
}
################################################
# Production / Produktion
################################################
#production_lvl_1 = {
workshop = {
cost = 100
time = 12
allow_in_gold_provinces = no
modifier = {
local_production_efficiency = 0.2
}
ai_will_do = {
factor = 100
}
}
production_lvl_2 = {
cost = 300
time = 12
allow_in_gold_provinces = no
#make_obsolete = production_lvl_1
make_obsolete = workshop
modifier = {
local_production_efficiency = 0.4
}
ai_will_do = {
factor = 100
}
}
production_lvl_3 = {
cost = 500
time = 12
allow_in_gold_provinces = no
make_obsolete = production_lvl_2
modifier = {
local_production_efficiency = 0.6
}
ai_will_do = {
factor = 100
}
}
#production_lvl_4 = {
counting_house = {
cost = 600
time = 12
allow_in_gold_provinces = no
make_obsolete = production_lvl_3
modifier = {
local_production_efficiency = 0.8
}
ai_will_do = {
factor = 100
}
}
################################################
# Manufactories
################################################
manufactory = {
cost = 400
time = 60
modifier = {
trade_goods_size = 0.6
local_development_cost = 0.05
}
}
provincial_production_size = {
trade_goods_size = 0.08
ship_recruit_speed = -0.01
}
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Zu 3.) Die Bedeutung des Geldes verliert im Zeitverlauf seine Vielseitigkeit und verengt sich darauf Ersatz für Forcelimit zu seinIm Earlygame ist das Geld knapp und man muss sich gut überlegen wofür man es aus gibt. Oft gibt es Konflikte zwischen Festungsunterhalt, Beratern und Armeeunterhalt – man kann sich nicht alles auf einmal leisten!
Das ändert sich relativ bald. Ab 1500 legt kaum noch jemand Festungen still. Ab 1550 sind alle mit Stufe 3 Beratern ausgestattet. Und ab 1650 ist mehr Geld äquivalent mit „das Forcelimit weiter überziehen“. Die Armee ist der einzige relevante Ausgabenpunkt.
Die Mittelverwendung 1444 und 1764:
1. Beraterkosten im Zeitablauf erhöht
a) Die Erhöhung der Beraterkosten im Zeitablauf erhöht von +0.5% pro Jahr auf 1.5% pro Jahr
b) Stände geben keine verbilligten Berater mehr: Kostenmodifikator reduziert von von -50% auf 0%
2. Staatsunterhalt verringert
Staatsunterhalt verringert von 0.006 Dukaten/Dev auf 0.004 Dukaten/Dev
3. Festungsunterhalt erhöht
a) Festungsunterhalt erhöht von 0.2 Dukaten pro Fortlevel pro Monat auf 0.4 Dukaten pro Fortlevel pro Monat
b) Festungsunterhalt erhöht, um 3% pro MIL-Tech Stufe ab MIL-Tech Stufe 12 (Erhöht die Unterhaltskosten überproportional für Spieler mit Festungsideen und verhindert somit Festungsspam für alle.)
4. Korruption bekämpfen verteuert
Korruption bekämpfen verteuert von 0.025 Dukaten pro effective Dev auf 0.05 Duakten pro effective Dev
Resultat:
Alle Maßnahmen zusammen sorgen dafür, dass der Trade-Off bei den Ausgaben erhalten bleibt. Berater, Festungsunterhalt und Armee stehen auch noch im Lategame im Konflikt um die knappen Geldmittel. Wer sich eine übergroße Armee leistet, muss im Gegenzug ggf. bei den Beratern zurückstecken. Code:
NDefines.NCountry.ADVISOR_COST_INCREASE_PER_YEAR = 0.015 --from 0.005
cost_multiplier = 0.0 --from 0.5
NDefines.NCountry.STATE_MAINTENANCE_DEV_FACTOR = 0.004 --from 0.006
NDefines.NMilitary.FORTRESS_COST = 0.4 --from 0.2
#####################################
#### Fort Maintenance
#####################################
Fort_maint_1 = {
trigger = {
mil_tech = 12
}
fort_maintenance_modifier = 0.03
}
Fort_maint_2 = {
trigger = {
mil_tech = 13
}
fort_maintenance_modifier = 0.03
}
Fort_maint_3 = {
trigger = {
mil_tech = 14
}
fort_maintenance_modifier = 0.03
}
Fort_maint_4 = {
trigger = {
mil_tech = 15
}
fort_maintenance_modifier = 0.03
}
Fort_maint_5 = {
trigger = {
mil_tech = 16
}
fort_maintenance_modifier = 0.03
}
Fort_maint_6 = {
trigger = {
mil_tech = 17
}
fort_maintenance_modifier = 0.03
}
Fort_maint_7 = {
trigger = {
mil_tech = 18
}
fort_maintenance_modifier = 0.03
}
Fort_maint_8 = {
trigger = {
mil_tech = 19
}
fort_maintenance_modifier = 0.03
}
Fort_maint_9 = {
trigger = {
mil_tech = 20
}
fort_maintenance_modifier = 0.03
}
Fort_maint_10 = {
trigger = {
mil_tech = 21
}
fort_maintenance_modifier = 0.03
}
Fort_maint_11 = {
trigger = {
mil_tech = 22
}
fort_maintenance_modifier = 0.03
}
Fort_maint_12 = {
trigger = {
mil_tech = 23
}
fort_maintenance_modifier = 0.03
}
Fort_maint_13 = {
trigger = {
mil_tech = 24
}
fort_maintenance_modifier = 0.03
}
Fort_maint_14 = {
trigger = {
mil_tech = 25
}
fort_maintenance_modifier = 0.03
}
Fort_maint_15 = {
trigger = {
mil_tech = 26
}
fort_maintenance_modifier = 0.03
}
Fort_maint_16 = {
trigger = {
mil_tech = 27
}
fort_maintenance_modifier = 0.03
}
Fort_maint_17 = {
trigger = {
mil_tech = 28
}
fort_maintenance_modifier = 0.03
}
Fort_maint_18 = {
trigger = {
mil_tech = 29
}
fort_maintenance_modifier = 0.03
}
Fort_maint_19 = {
trigger = {
mil_tech = 30
}
fort_maintenance_modifier = 0.03
}
Fort_maint_20 = {
trigger = {
mil_tech = 31
}
fort_maintenance_modifier = 0.03
}
Fort_maint_21 = {
trigger = {
mil_tech = 32
}
fort_maintenance_modifier = 0.03
}
NDefines.NCountry.CORRUPTION_COST = 0.05 --from 0.025