|
Post by shippunish on May 29, 2023 11:05:33 GMT -6
Greetings,
Looking through the files for RTW3 with the intention of boosting various nations industries to be a more challenging threat and ensure large naval battles in every war, it is unclear to me all of the parameters I should be editing to enhance this.
These four values seem to be the primary:
BaseResources=12500
IFM=6
HBR=8
BudgetModifier=13
Of these, BaseResources and BudgetModifier seem to be the most simple to understand, IFM and HBR lack a clear explantion though. IFM seems to more valuable if lower, while HBR is higher for industrials powers. I would appreciate any sight from veterans on the various industrial scores in the nation files. Also, I am not seeing it in the files but are some nations set to grow quickly early and fall off later or is growth flatrate all game?
|
|
|
Post by jeeweej on May 29, 2023 11:18:02 GMT -6
From what I've learned: IFM: this is a starting fleet size modifier. Apparently 10 is "100% / full size" 6 is 60% 12 120% etc. In other words: how big the nations fleet is at the start of the game. HBR: Historical Base Resources. Unclear to me how it works, but a document I found on the various RTW forums here says "Historical base resources based on naval budgets 1900-1914."
It's not much, but that is all the info I managed to find about it. (and thanks to user Elouda for explaining what the IFM field does)
|
|
|
Post by elouda on May 29, 2023 14:43:32 GMT -6
BaseResources is the base level of resources your home region produces. Colonies are on top of this.
HBR is only used in 1900 start. If 'historical resources' is ticked, BaseResources becomes HBR x 1000.
IFM is the initial fleet size modifier. It scales how many ships (not budget) you start with. I suspect 10 is the 'default', but I have not confirmed that yet.
BudgetModifier is how much of the country budget the name is getting. The default is 20 if it is unspecified. So a value of 10 would mean you get half the annual income you would expect otherwise with the same base resources (unit you take Budget+ events).
|
|
|
Post by cabalamat on May 30, 2023 19:18:30 GMT -6
trtrtr
|
|
|
Post by shippunish on Jun 3, 2023 9:50:35 GMT -6
I am trying to make Russia a superpower by the time the game reaches the cold war era, but in the base game their economy does grow fast enough. Is one of these stats a growth over time modifier?
|
|
|
Post by leflair on Jun 4, 2023 5:23:32 GMT -6
I am trying to make Russia a superpower by the time the game reaches the cold war era, but in the base game their economy does grow fast enough. Is one of these stats a growth over time modifier? No, but these stats are:
GGP=1 RGP1=1 RGP2=0 GGP = general economic GDP growth per year. Setting it to 1 = +1%
RGP1= Early game economic growth boost. Up until 1920 I believe. Setting it to 1 = +1%
RGP2= 1920+ Economic growth bonus. They stack, so flip them all to 1 for big economic growth. At 0 default, yearly economic growth is... 2-5% I believe. So with all of these on, you could be looking at 5-8%. In the BNat files. You'll note that the laggard nations with slow growth might have GGP = -1, this is why they fall behind the fast growers like the US by a lot.
A simple way to have a weak starting nation that grows fast is to set BaseResources high (say 18k), GGP/RGPs=1 and then set BudgetModifier low, to be raised gradually by Budget+ events. Then you can larp that your conquests and success is having some extra economic impact.
|
|
|
Post by shippunish on Jun 4, 2023 11:17:25 GMT -6
Excellent, thanks for the detailed breakdown.
|
|