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Valentin the II

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Apr 10, 2007
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Following up on the post I made last week: https://forum.paradoxplaza.com/forum/threads/always-running-out-of-peasants.1845950/#post-30623794
Here's a small mod I made on the weekend to test my theories: https://steamcommunity.com/sharedfiles/filedetails/?id=3528525953

The general goal is to slow down the economic growth, particularly of small nations, and preserve at least SOME peasants in most of the world by the 20th century.
I'm not there yet, this is the first version with minimal changes and they are:
- **Construction PMs:** Rebalanced the input goods required for construction sector production methods and reduced the construction output
- **Base construction:** Reduced base construction, moved some of the base construction to tech unlocks.
- **Construction point cost:** Made it scale higher for more expensive buildings.
- **Reduced throughput:** for critical industries for development, like tools
- **AI strategy:** Changed AI construction strategy to be based of off the current tech (sins the expected cost per construction point goes down with tech)

I'll (hopefully) be updating this mod in the coming weeks


To anyone interested in contributing there's a public git repo you can fork from: https://github.com/VforVal/great_slowdown
 
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Hey how's it been going? Still working on this? I tried modding just a little bit but I never used github so I don't really know what to look at.
I have a full-time job and 2 kids so I can only make 1-2 changes a day and test them. Looking good so far.
Been focusing on tweaking the AI logic for when to build CS, noticed they didn't take into account the current resource prices when deciding how many CS to build (making Russia drastically overbuild CS at the start and sit with an empty queue) so I fixed that yesterday.
Will make another release this week with this and more changes
 
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If you want some help, albeit keep in mind that I am not a great modder at all, tell me where to contact you. If you'd be willing I could help you abit (althought I am a newbie), test or later on even try creating my own versions with some tweaks from the post where we talked about workforce shortages so we can test some variations.

My modding experience is just creating a few "mods" of my own that I haven't published where I twiddled abit with changing laws, prices, outputs, adding inputs to buildings, outputs, changing techs, changing research gain rates, changing base construction, changing bonus to researches for minor/great/major/unciv powers etc, so not much. At worst I can playtest abit.

IDK what people use these days - if you want send your discord nick and I'll download it. I'll try creating a github account.

Oh and please if you could - update the mod on steam if you haven't. I'll let the game run overnight with mod on.

Have a great evening with your wife and kids if you leave computer for today.
 
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If you want some help, albeit keep in mind that I am not a great modder at all, tell me where to contact you. If you'd be willing I could help you abit (althought I am a newbie), test or later on even try creating my own versions with some tweaks from the post where we talked about workforce shortages so we can test some variations.

My modding experience is just creating a few "mods" of my own that I haven't published where I twiddled abit with changing laws, prices, outputs, adding inputs to buildings, outputs, changing techs, changing research gain rates, changing base construction, changing bonus to researches for minor/great/major/unciv powers etc, so not much. At worst I can playtest abit.

IDK what people use these days - if you want send your discord nick and I'll download it. I'll try creating a github account.

Oh and please if you could - update the mod on steam if you haven't. I'll let the game run overnight with mod on.

Have a great evening with your wife and kids if you leave computer for today.
Hey man, thanks for the support!
The current version is unstable; I'll update when I finish with the PM overhaul. (20% output increase, 20% revenue decrease with corresponding increase in inputs to simulate higher thruputs but lower efficiency)

I use VScode or cursor for the harder tasks. I also made a couple of python scripts to help me with editing/analysis.

If you want, create a github user and send it to me, I'll add you to the project and we can split tasks.
I'll add some restrictions and keep control of the main branch, post your changes in sub-branches and make a PR when you want them added to the mod. I'll check to approve them.