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Post by aeson on Sept 5, 2019 12:16:19 GMT -6
I wanted to ask this, but how do you adjust economic growth rate? So far I have only figured out how to edit base stats and opponent nations. There is some exploration of the economic model used by Rule the Waves here, mostly on the second and third pages of the thread.
Short version: - Default growth is a 1% increase in base resources each April and December. - Rapid Economic Growth adds a 1% increase in base resources each June. - RGP# adds a 350k increase in base resources in a given month each year and may also add an additional 1% growth event in a different month every couple of years. Not sure exactly what the value set for the attribute does - 1 and 2 are both used by base-game powers that get the extra growth events, but it doesn't seem to affect the number of extra growth events - but it might be setting when the events occur, as Germany and the USA, which both have RGP1=1, experienced 350k growth events every August while Austria-Hungary, which has RGP1=2, experienced 350k growth events every February in a data set that I collected for the first four or five years of a test game. GlobalNavalPower is also functionally an economic growth modifier, as powers which have GlobalNavalPower=1 will receive additional 1% growth ticks if other powers have similar or higher naval budgets for some period of time, though I'm not entirely certain what the rules governing the additional growth events are. It's why Great Britain's budget usually more or less keeps pace with the USA's despite Britain having none of the other economic growth modifiers.
Be aware that Global Naval Power can be a very strong economic growth modifier - I gave it to Italy for a test game which I played as the USA and Italian base resources ended up about halfway between Britain's and Germany's by the 1950 end date (~63.9M for Italy, ~68.6M for Britain, ~59.2M for Germany), with the actual Italian naval budget occasionally surpassing Britain's. I'm not entirely sure when Italy's base resources overtook Germany's, but I suspect it occurred some time around the mid-1930s based on the plot trend in the Economy tab of the game history summary screen.
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Post by picard on Sept 5, 2019 13:35:54 GMT -6
I wanted to ask this, but how do you adjust economic growth rate? So far I have only figured out how to edit base stats and opponent nations. There is some exploration of the economic model used by Rule the Waves here, mostly on the second and third pages of the thread. Short version: - Default growth is a 1% increase in base resources each April and December. - Rapid Economic Growth adds a 1% increase in base resources each June. - RGP# adds a 350k increase in base resources in a given month each year and may also add an additional 1% growth event in a different month every couple of years. Not sure exactly what the value set for the attribute does - 1 and 2 are both used by base-game powers that get the extra growth events, but it doesn't seem to affect the number of extra growth events - but it might be setting when the events occur, as Germany and the USA, which both have RGP1=1, experienced 350k growth events every August while Austria-Hungary, which has RGP1=2, experienced 350k growth events every February in a data set that I collected for the first four or five years of a test game. GlobalNavalPower is also functionally an economic growth modifier, as powers which have GlobalNavalPower=1 will receive additional 1% growth ticks if other powers have similar or higher naval budgets for some period of time, though I'm not entirely certain what the rules governing the additional growth events are. It's why Great Britain's budget usually more or less keeps pace with the USA's despite Britain having none of the other economic growth modifiers.
Be aware that Global Naval Power can be a very strong economic growth modifier - I gave it to Italy for a test game which I played as the USA and Italian base resources ended up about halfway between Britain's and Germany's by the 1950 end date (~63.9M for Italy, ~68.6M for Britain, ~59.2M for Germany), with the actual Italian naval budget occasionally surpassing Britain's. I'm not entirely sure when Italy's base resources overtook Germany's, but I suspect it occurred some time around the mid-1930s based on the plot trend in the Economy tab of the game history summary screen.
Thanks. Will try it out. EDIT: There is a setting in the .NAT file called GGP that controls rapid economic growth. From the Custom Nations manual: GGP: Rapid economic growth. RGP1: Naval budget growth above average until 1916. This is a way to simulate that some nations had rapidly growing naval budgets in the period. RGP2: Naval budget growth above average after 1916. I haven't looked at the Byzantium .NAT file in a long time, but I think it's in there. Nope. Definitely not there. [Nation] Name=Byzantium Name2=Byzantine TroubleRegion=in the Balkans Leader=Strategos AdmiralRank=Admiral AdmiralName=Theodoros BuildAreaName=The Mediterranean GovernmentType=2 FlagFileName=Byzantium.bmp DockSize=12000 Accuracy=0 DamageControl=0 FlahFires=1 Guns2=0 Guns3=0 Guns4=0 Guns5=0 Guns6=0 Guns7=0 Guns8=0 Guns9=-1 Guns10=-1 Guns11=-1 Guns12=-2 Guns13=9 Guns14=9 Guns15=9 Guns16=9 Guns17=9 Guns18=9 Intelligence=1 Sigint=0 NightFighting=0 NavalAcademy=1 Cautious=1 GlobalNavalPower=0 AttentionToDetail=0 TechnicalExcellence=0 LiberalDemocracy=0 EfficientShipbuildingIndustry=0 UndevelopedShipbuildingIndustry=1 ShipDesign=0 PoorEducation=0 Autocracy=0 Bombastic=0 Colonies=0 DesignPriority=3 TurretStyle=2 BaseResources=12 HBR= 6 BTL1=1202 Research10Advantage=0 Possession0=Turkey Possession1=Egypt Possession2=Cyprus Possession3=Rhodes Neutral=Tunisia BlockadeModifier=10 EDIT3: All Byzantium versions I have now are available here: www.yourfilelink.com/get.php?fid=2138892
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Post by director on Sept 5, 2019 14:48:49 GMT -6
Well, what would I know LOL.
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Post by picard on Sept 6, 2019 2:49:18 GMT -6
It seems that GGP is modifier for rapid economic growth - USA has as follows: GGP=1 RGP1=1 RGP2=1
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Post by picard on Sept 7, 2019 7:43:59 GMT -6
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Post by picard on Sept 7, 2019 8:10:44 GMT -6
Byzantium v5b is more difficult version of v5. It has only second rapid technology growth phase, historical naval budget is reduced to 6 million ( Empire had 5,9 million nomismata revenue in 1025) and game budget to 18 million, gets undeveloped shipbuilding industry, and keeps propensity for flash fires that it has in all versions. Attachments:Byzantium5b.NAT (951 B)
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Post by delphirier on Sept 15, 2019 20:15:32 GMT -6
Hello! I'd like to know how I create my own custom nation. As I'm unable to find any step-by-step guides, I'd appreciate if someone could write one out.
I figure that you need to create a .nat file for the country, but I'm confused on how exactly I'd give land to It since that'd be taking bases away from other countries?
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Post by director on Oct 12, 2019 1:04:42 GMT -6
delphirier - there is a guide of sorts; look about 3 pages back. In regard to your question, you can look at existing custom nation .nat files. In general, each custom nation gets a home territory and may have territories assigned to it. The game will load all of the basic nation and then the custom ones - so if, say, Britain has Singapore and you list it under a Custom Nation then the last file loaded is the one that determines ownership. There are also territories that can be assigned but currently are not; Iran, I think, and some others.
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Post by picard on Mar 12, 2020 9:52:14 GMT -6
OK, I played around some more, and made the Holy Roman Empire mod. This mod assumes that Holy Roman Empire never fell apart; or rather, that Austrian idea of "large Germany" won out. Thus, it gets a combination of Germany and Austria-Hungary. Basis for this is the Mediterranean Nations Pack by galagagalaxian, available here. I have not yet tested it out, so if I notice issues I may post modifications in the future. Holy Roman Empire.zip (18.04 KB)
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Post by charybdis on Mar 14, 2020 21:48:35 GMT -6
whoa, very cool concept
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Post by picard on Mar 30, 2020 9:46:26 GMT -6
Another modification of Byzantium mod: - file:Byzantium1 - use original Byzantine Empire - Byzantine Empire -- GDP per capita 700 1990 USD = 158 1960 USD originally - UK: 881 1960 USD -- population: 39 875 900 = GDP 35 130 667 900 - Italy: 335 1960 USD -- population: 32 475 000 = GDP 10 879 125 000 - France: 604 1960 USD - Germany: 639 1960 USD - Austria: 414 1960 USD -- population: 47 295 100 = GDP 19 580 171 400 - Byzantium: 429 1960 USD -- population: 51 349 670 --- Ottoman Empire 1900: 31 706 300; 200 USD/PC --- Egypt 1900: 10 186 000; 306 USD/PC --- Bulgaria 1900: 3 744 300; 260 USD/PC --- Serbia 1900: 2 579 000; 260 USD/PC --- Greece 1900: 2 504 070; 300 USD/PC --- Montenegro 1900: 320 000; 260 USD/PC --- Crete 1900: 310 000; 300 USD/PC -- GDP total: 12 029 655 000; 234 USD/PC --- as % of UK GDP: 34,24% = BR 7, HBR 7 (UK: 20/20) --- as % of Italy GDP: 110,58%, = BR 15, HBR 6 (Italy: 14/5) --- as % of Ottoman GDP: 189,70% = BR 19, HBR 8 (Ottoman: 10/4) --- AVERAGE = BR 14, HBR 7 (France: 16/8) - rapid economic growth from the start - Albania added to territories - Names of ships changed
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Post by picard on Mar 30, 2020 9:46:54 GMT -6
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Post by director on Apr 9, 2020 7:29:49 GMT -6
Adding Albania to initial territories reduces the number that Italy or Austria can snap up and thus reduces what you can gain from a war...
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Post by aeson on Apr 9, 2020 21:37:59 GMT -6
Adding Albania to initial territories reduces the number that Italy or Austria can snap up and thus reduces what you can gain from a war... Economically, taking reparations is flat-out superior to taking colonies, because colonies are worth about 25k resources from possessions per point of value whereas each point you don't claim in possessions at the peace table is worth 50k base resources in reparations, and base resources experience exponential growth (~2%/year, or ~3%/year with Rapid Economic Growth) whereas resources from possessions are constant for a given total value of possessions. As such, the 'best' reasons to take colonies are strategic - either you want to exclude or expel another power from a sea zone (but Austria-Hungary, France, and Italy can neither be expelled nor excluded from the Mediterranean, Britain already has a strong presence and would likely be a pain to expel, and the other powers are unlikely to gain a foothold even if Albania's free for the taking), or you want to gain bases in another sea zone (but Albania is in your home sea zone).
Granted, "I just want to paint the world red/blue/purple/etc" is a perfectly valid reason to do something in a game, even if it's not the "best" choice you could make in a given situation.
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Post by picard on Apr 12, 2020 13:28:48 GMT -6
Adding Albania to initial territories reduces the number that Italy or Austria can snap up and thus reduces what you can gain from a war... But it also brings you closer to Italy and Austria, which I believe has impact in how much of a threat they see you as. Besides, if you already have a territory you don't need to gain it.
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