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Comment History  (0 - 30 of 40)
602
602 - - 40 comments @ Crimeamod - 602 Fork

I have not changed anything regarding internal migration. It might just be that the province you want immigration in is just not attractive enough. Certain technologies also give a colonial migration bonus.

Good karma+1 vote
602
602 - - 40 comments @ Crimeamod

So I finally took the time to single out the relevant files.

Here are the pastebin docs:
pop_types.txt: Pastebin.com
farmers.txt: Pastebin.com
labourers.txt: Pastebin.com
- These are the ones that only edit pop promotion to be tied to unemployment instead of literacy. Edits to these files alone don't change the game balance too much aside from the fact that low literacy countries will have more craftsmen, but they will still lack the money to build a huge industry according to the tests I made.

Optionally, here are the economy changes that I personally prefer to play with and somewhat effects the world economy (These may be unbalanced.):
production_types.txt: Pastebin.com
buildings.txt: Pastebin.com
- I also added synthetic rubber factories, and made synthetic oil less efficient to make the game more historically accurate.)

Let me know what you think and feel free to do what you want with these edits.

Good karma+2 votes
602
602 - - 40 comments @ Crimeamod

Prussia got destroyed by Austria and France earlier in the game, but they eventually won a war against them and united Germany. That's why the prussian economy looks weak.

Here's a 1935 screenshot from the same game:
I.imgur.com

Good karma+2 votes
602
602 - - 40 comments @ Crimeamod

I saw you mention in a previous comment that Japan's industry tends to get unrealistically strong way too fast in the game. I made some edits to pop promotion and some edits to the economy as well to try to mitigate this and make it more realistic. In my test runs it seems to be working, as japan lags behind russia until about the 1900s.

Here's an 1885 screenshot of GP scores from an AI only game that I ran to test the tweaks I made: I.imgur.com
(As you can see, Japan is quite behind in industry score.)

I generally removed literacy from the pop promotion/demotion modifiers and made unemployed pops demote more. This results in unemployed farmer pops turning to craftsmen at a higher rate, which helps countries like Russia, and restricts Japan from having factory workers just from their high literacy. However, more literate countries still generally get more industry score, as their industries turn a profit way easier, while countries like russia struggle with unemployment. (It also has a funny side effect of creating more radical socialists movements.)

I also made some edits to production types and RGO throughputs, but I'm still testing those around and some of these edits cause shorter periords of iron shortages which you seem to not like to have in the mod.

Anyway, if you'd want to look at the edits, I could post them to a pastebin.

Good karma+1 vote
602
602 - - 40 comments @ Soar of Eagles

The mod is discontinued.

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602
602 - - 40 comments @ Crimeamod

Its two impassable mountain provinces.

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602
602 - - 40 comments @ Crimeamod

>Japan already becomes top 5 in industry almost every game, while IRL their industry was garbage until the 1900's

Doesn't this have something to do with the fact that pop promotion/demotion is tied to literacy? IRL countries that had low literacy didn't have a shortage of industry workers, Russia for instance lacked the money for factories, but had a lot of unemployed workers because people who weren't needed on farms usually moved to cities to find work.

So what if you'd just remove the literacy modifier for pop promotion/demotion at least for craftsmen and tied it to unemployment instead? I think this could work as there is an unemployment stat for farmer pops in the game already. This could fix high literacy countries having unrealistic industrial scores. You could still keep the literacy requirement for clerks though and that would make more literate countries have a more efficient industry.

Good karma+1 vote
602
602 - - 40 comments @ Crimeamod

Hey, great mod, I found this weird occurrance with the transylvanian borders where Russia is able to annex Southern-Transylvania without a land connection to it.

Here's a screenshot: I.imgur.com

Good karma+1 vote
602
602 - - 40 comments @ Soar of Eagles

Get the GitHub version, its already fixed.

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602
602 - - 40 comments @ Soar of Eagles

It's getting frequent updates on github, I'm working on a big update rn.

Good karma+1 vote
602
602 - - 40 comments @ Soar of eagles 0.9.1.1

Cotton is super profitable early on, so I'm sure you're messing something up. If you feel like you're overproducing cotton try opening some textile and clothes factories, that will do the trick. Also pls make sure you're using the GitHub version.

Good karma+1 vote
602
602 - - 40 comments @ Soar of eagles 0.9.1.1

Sorry for the late reply. The reason behind why you have a low production despite the high demand is that your pops can't afford it. Try lowering taxes, increasing pop income, etc.

Good karma+1 vote
602
602 - - 40 comments @ Soar of eagles 0.9.1.1

In what way is coal broken?

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602
602 - - 40 comments @ Soar of eagles 0.9.1.1

yes it's called RAM on github, and just use the same .mod file from the moddb version

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602
602 - - 40 comments @ Soar of Eagles

No, the mod is HPM based

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602
602 - - 40 comments @ Soar of Eagles

I am working on updates daily, but most of the newest additions are only present in the GitHub version. I highly recommend you to use that.

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602
602 - - 40 comments @ Soar of Eagles

Yes

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602
602 - - 40 comments @ Soar of eagles 0.9.1.1

Make sure to get the Github version

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602
602 - - 40 comments @ Soar of Eagles

Before you submit any bug reports or issues, please try out the Github version as that one gets updated more frequently!

GitHub Link: Github.com

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602
602 - - 40 comments @ Soar of Eagles

From the 0.9 patch notes: "Railroads will go bankrupt if there is no operating transport company in the state."

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602
602 - - 40 comments @ Soar of Eagles

Thanks for the info, I'll look into it

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602
602 - - 40 comments @ Soar of Eagles

yes, but it will take a while to make.

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602
602 - - 40 comments @ Soar of eagles 0.9.1.1

"Also why can I not declare war on people with Japan?"

I haven't changed anything about japan. You have to wait for the event where the shogun dies.


"PLS REMOVE THE TRANSPORT COMPANYS OR MAKE IT THAT YOU JUST NEED 1 OR 2!!"

Download the GitHub version, that one has improved transport company output. Here's the GitHub link if you didn't manage to find it in the summary: Github.com

Good karma+1 vote
602
602 - - 40 comments @ RAM 0.6

All mod versions posted here are standalone.

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602
602 - - 40 comments @ RAM 0.6.1

The demand of cement and machine parts is intentionally high at the start to slow down industrialization progress of countries that were historically lagging behind in regards to industry.

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602
602 - - 40 comments @ RAM 0.6.0.1

it's disabled atm

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602
602 - - 40 comments @ Soar of Eagles 0.5.3.2

Correct, and the map definitions.csv also points to /mod/HPM/map/definition.csv, so you need HPM because of that as well.

Good karma+1 vote
602
602 - - 40 comments @ Soar of Eagles 0.5.3.2

It is a standalone, but you do need to have HPM as well.

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602
602 - - 40 comments @ RAM 0.5.1

I will eventually look to rework every bigger country, as you can see, with the 0.5 update, I did some changes to Austria (although I will do more), and changes to the Ottoman Empire will come as well in the future.

Good karma+1 vote
602
602 - - 40 comments @ RAM 0.4

A constant healthy economy is not the goal here, that is standard HPM. This mod mostly aims to make it more dynamic, so that price increases are more drastically visible when multiple countries start building railways or forts for example. I did play a lot with the mod and the economy seems mostly alright. A particular thing I noticed, is that constructions hit prices much harder in the early game due to low supply for everything, while in the late game, economic interactions don't seem to influence the market prices as much.

As for the money hoarder script, I'm not interested in adjusting the mod to the badly made AI. If you want the AI to function properly, go tell Paradox. Most of the AI is hardcoded, and I'm refusing to take weird workarounds just to make it function. However, if you want to make such things, feel free, mods are open source after all.

Good karma+1 vote