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unmerged(2650)

Second Lieutenant
Apr 4, 2001
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I post this in this forum, may be someone is interested.

Two weeks ago there was an interesting thread in the general forum concerning the CG economic model and tech advance mechanics compared to the BG model.

The thread is
The ever-increasing costs of manufacturies

I tried to address some of the point yves stated in his posts with changes to the configuration files. I focused my effort essentially on these points:

lower trade revenues, expecially exotic CoTs;
lower money in general, but with focus in the second part of the game;
enhance role of monarchs skill in tech advance;
partially tone down colonization.

I'll try to explain breefly what i made. If someone is interested i'll put the modified files on the net.

All the modifications are tested in 1.08 CG Off-Hand games. Now i'm testing a game playing as England.

First of all i reduced exotic goods prices (goods.csv), expecially chinaware (20 to 4) and spices (20 to 5) to lower the weigth of chinese provinces on east-indies and Siberia CoTs. I even rise cloth and iron a bit to rebalance Europe and RotW economies.

Second i heavyly lowered the effect of infrastructure and trade technology on revenues (trade.csv and infra.csv); the increase is now 2% for each level, starting from 20% at level 0 till 40% at level 10. This drastically lower the money you gain with production and trade (montly income), expecially in the end game. From OH games i found the montly income in the end game is cut from 35% to 55%. I even modified tax_stab.csv in a similar fashion Real EU does to reduce yearly income. To compensate the overall reduction in yearly and montly income i reshape the "expected date" for land, naval, infra and trade techology to achieve rougly the higher level in 1792.

This kind of changes have these effect on the game (compared Offhand games results):

Exotic CoTs revenues are tone down. American CoTs rougly 40% less, African and East-Indies CoTs 80% less. This pretty well compensate the inclusion of cinese provinces in East-Indies and Siberian CoTs.
China, Mysore, ecc.. are no more the leading tech nation :) In 1792 they are nearly the weakest.
The montly income is cut from 35% to 55% (around 1770).
Treasury (summing all nations) in the end game is cut by 50%.
The overall economy is reduced. Total buildings (bailiffs, cityrigths, etc..) from 1400 to 800 average, manufactory from 120 to 80 average.

I think the reduction of the trade and infrastructure modifiers is an interesting completition to the tax_stab modification introduced firstly in Real EU and now optional in ICG. This is true expecially in the end game, where trade and production revenues are very high and the AI tend to put a big part of the montly income in the treasury, partially overcomeing the reduction due to the tax_stab modifier (sadly i didn't find a way to lower gold income).
Moreover changing goods prices is an easy way to reshape the world economy to one's tastes.

Now the two remainig points, monarchs skill and colonitazion.

Lowering the effect of trade and infrastructure on the montly income i wanted to obtain two effects: less money in the end game, enhance the ratio between monarch skill and money in the budget for the tech advance so that monarch skills WOULD BE A FACTOR in the tech advance.

The reduction of the montly income alone is not enough to balance things; the best king contribute 36D montly to tech advance while, after all my modifications, the montly bugdet is 80-150D average(end game). IHMO to achieve a "king driven" technology advance i need at least a multiplying skill factor of 2 in the first century, 3 in the second and 4 in the last. This is a lot less than the impact the monarch skill has in the BG but a lot better than the "nobody cares" of the CG. Wouldn't be nice to have a rising Prussia-Brandeburg and declining Spain in the last century of the game?

Sadly i didn't find a way to do this. The game accepts skills higher than 9, i.e. no crashes when loading, but then in the budget window the value is cut to it's maximum allowed.
I even tryed an indirect way using historical events. The idea is that if you have a 5 MIL monarch that rules 10 years he contributes totally 600D to tech advance so to triple his contribute you need an event that add 1200D to tech advance. The "historical events" file has this kind of events but the contribute is not fixed, it's 1/4 of the current tecnology cost so you cannot even estimate the amount that is added.
If someone has an idea on how to multiply the monarch skill i would really appreciate. :D

The only change i made in the colonitazion area is to lower colonial dynamism. Other parameters are hardcoded. The result is not so satisfactory, merely eastetic. I mean no England in N. America in 1510, a little bit more Portugal's TPs in Brazil and France colonies in N. America but nothing that really change the game in this area. Moreover reducing colonial dynamism has the effect that the "open slot" are filled by minors like Papal States, Hanseatic League etc. I observed the same effect in Real EU, only one OH indeed, so this impression may be incorrect.

IHMO the colonization pace in OH games is not that bad. Problems arise when a nation is led by human player, and you can build a huge colonial empire with a single montly colonist. Ther's no way to have a challenging game in the new world been a colonial nation; to achieve this we need a loooot smarter AI.

I'll post results of my game as England, but it would take a week at least.

Ciao
 
Thanks for sharing this info, it is great!

Exotic CoTs revenues are tone down. American CoTs rougly 40% less, African and East-Indies CoTs 80% less. This pretty well compensate the inclusion of cinese provinces in East-Indies and Siberian CoTs.

These are the kinds of changes I expect we should aim for also. Please see the thread on "additional file settings changes for the IGC." Your ideas are terrific. I would like to see the changes expanded to include more of these general scenario start-up files. The Chinese are a real problem as you noted and your changes seem to address some of those problems.

Off Topic: BTW, are you residing in La Serenissima? You are so lucky! God is smiling on you!

I will be visiting her for 3 days in June with my son.

Pax tibi...
 
I've just red your post, very interesting.

The changes i made were aimed to achieve the same long term effect on the game you presented in your thread, if i correctly understand your point.

I started from a different position, well expressed by yves posts in the thread i mentioned. You should look at it, it's very interesting and address some point in witch the CG conversion is weak and lose some the BG "developement through ages" feelings. I think the monarch skill ineffetivness in the end game is the biggest flaw.

Even if i didn't obtain the desired effect with my tests i hope someone could have a brillant idea on this topic. :)


BTW, are you residing in La Serenissima? You are so lucky! God is smiling on you!

I don't live in Venice but near (near in european scale = 100Km) Venice, in her former mainland possession.
 
Terra Firma

Yes, I am very familiar with the Asiago, Treviso, Vicenza, Marostica, Verona, Garda areas as I have family residing there as well as near Monte Rosa and Raperswill (Switzerland).

It is a very pretty country filled with history. Do you speak the Venetian dialect? When I travel in Italy people often point out that I speak a very strong dialect from the Veneto region. I often do better to speak English when I am south of Firenze as some Italians are not so keen on the Veneti.
 
Very nice thread.

To a question in that thread - might as well continue it here - in four or five Real EU games, colonial expansion is slowed somewhat. The number of provinces colonized tends to max out, but the populations are lower, and fortifications much lower due to lack of money. I am not sure about the mechanics of colonists.csv. It can certainly be tweaked to reduce number of colonists, but to how much of an effect? Real EU did slow down France and England.

But, CoT income is still there. Monopolies on those good CoT's still bring in enormous amounts of money. So reducing that should be very worthwhile.
 
Terra Firma

I live in Udine, definitely a venetian city even if it's not in the current Veneto region. The city and her surroundings, Friuli, the former "Aquileia patriarchate", were under venetian dominatio rougly the time frame of the game.
Here we speak a completly different dialect, a ladin language, even if people in cities, former economical and political centers under venetian control, speak a mixed speach with strong venetian influences. I don't speak ventian but i understand it.

Ciao
 
Colonization pace

I really cannot comment about Real EU, i only managed to complete a single OH game, i had a lot of problems with crashes and corrupted games files.

The modifications i made have an impact on colonization, more or less the same you observed in Real EU games.

These are the parameters i checked in my tests:

My mod GC
%Colonial population 2,7% 3,4%
# cities 650 565
# trading posts 60 50

average on 4 GC and 4 modified games.

To summarize i'd say less colonies, more trading posts. From the only game Real EU game i made i'd say that this behaviour is enhanced because my REU numbers are similar to those of GC's. But as i said a single game is not enough to judge.

About majors behaviour in the whole game (europe and rotw) my feeling is that with the mod i made Spain is greatly slow down, France to a less degree. England is difficult to judge because i made my test with the standard GC. Austria greatly benefit and is permanently in the top 3. Netherland probably suffers from East-Indies CoT's revenues drastic reduction.

Better collect some statistic to substain these feelings :)
 
YES :D :D

When I put my hands on your modified files, I'll definitely try them.

I do appreciate that you took my ideas as the basis of your modifications :)

Very good for my inflated ego :D

Note that actually, nothing is really my idea : I mostly stated the obvious differences between the CG and the BG. Of course, one must have played the BG some times to see them...
 
Sorry, i reversed numbers about cities in the previous post :rolleyes:

The correct one is:

(my mod; GC)
%Colonial population: 2,7%; 3,4%
# cities: 565; 650
# trading posts 60; 50

With this numbers my previous statement that i have less colonies and more tradingposts don't seem so weird :)
 
Sr. I would like to peek at your files.

Is there a link whereby I can download them or simply cut and paste?

Have you read the book "A Soldier of the Great War" by Mark Helprin? It is a great historical fiction novel and much of it takes place in the Gorizia area as well as in the Trento. I am sure you would find it very engrossing.

Pax tibi...
 
Perhaps either of you (Cunctator and Savant) can answer an idle question I've had for years (and not knowing Venitian history much at all).

I have an old english language map of Switzerland. It has "Territories of Venice" on the appropriate edge. I cannot remember the years, but from prior investigation, I concluded there were only two time periods (in the 19th century) where Venice was independent (either 1832 & 1848 or 1848 and around 1860 - very rough, cannot remember).

Just curious about the age of the map.

Any thoughts?
 
The times you mention seem right

as they map onto the 1848 uprising against Austria and then the 1860'ish time period is also a good candidate as it maps onto a similar time of brief autonomy. I am not schooled in these particulars myself having been educated in US history like most Americans. What I know I have picked up on my own and alas it likely pales compared to our Terra Firma resident.

If that map is original of the era you are indeed fortunate to have it. Have you had it framed or appraised? How did you come about it?

I remember an old gem I had that I found in the attic of the house I was born and raised in. It was a huge hard cover book maybe 18"x12"x2 inches thick that was published in the 1880's, filled with illustrations and was a text on "etiquette". Yes, Victorian era, published in London. Complete with courting, dinner, and party etiquette. Unfortunately, I lost it during a move to the Left coast. I still have an 1848 bible though.. :)
 
Thanks!

I bought the map 15 years ago for $1 (framed) in a second-hand shop. It is not very interesting at all unless you are a map freak like me - small, yellowed, faded, colors (of borders) washed out. Nice though.

I have two spectacular maps from mid 19th century of the Loire river valley - one of vinyards, the other of chateaux - $1.75 (unframed) at an estate sale (in 1974). Beautiful shields, scrolling, other ornamenture.

I need to appraise my maps one of these days.

Shame about your book. My brother is an antique book dealer - it is amazing the variety of old books that are available and quite inexpensive. Give e-Bay a try - might find the very same book.

Well, I'm off to watch West Wing - who says I don't have a non-EU life?
 
Another thought - on topic.

trade.csv defines "efficiency" for the different trade tech levels. I assume this corresponds to percentage income received from CoT's - looks right. One could also reduce these values.

Never played the BG, but if the CG uses trade tech level for resolving competition like BG, then changes to the efficiency would still provide an advantage to higher tech levels (more competitive), while reducing trading income.
 
Yes, the third number in trade.csv is efficiency and is used as a percentage in calculating trade revenues if IIRC. Infra.csv has the same effect for production revenues.

These are the values i reduced in my tests.
With the original files the trade and production income at level 10 are 5 times the production at level 0. I lowered it at 2 times.

I'll put the modified files on the net this evening, now i'm at work.


OT - Venetian history

I think i'm supposed to be schooled on this topic :), but it's better to verify on my wife's history books :rolleyes: (is a high school teacher).

IIRC in 1848 there was a revol against Austria, in 1860 veneto became part of Italy. I don't recall a period in 19th century where Venice was really indipendent.
 
Off topic

Shame on me. Veneto became part of Italy in 1866, not 1860.:rolleyes:

About 1948-1849 italian revolts, Venice revolted 22/3/1848, under Daniele Manin was proclamed "Repubblica di San Marco", the city was retaken by austrians 26/8/1849.
 
Yes, it was Konnigratz

that allowed Veneto to join the union.

But I also thought there was a period in 1848 (maybe weeks) where the Veneto declared independence of Austria? I could be wrong.
 
Grazie

I have downloaded the files and will install this weekend. I think I will couple these with the buildingcost.csv changes I made which seem to work out pretty well so far. I'll post details after a few more runs.
 
Been tooling around some..

and I think some of the settings you have Cuncator are laydable yet some are rather restrictive. I think both the trade.csv and tax_stab settings starve nations. The trade.csv and good.csv settings essentially nullify any incentive for the player to manage trade. In fact, you do much better if you disable merchants altogether and ignore trade.

So, I propose some changes to these and I have been tooling around with them. I think there should be an incentive to trade and I am trying to build that back in while controlling the maniacal growth of RotW COTs.

The other thing is this, and I would like your comments please:

What I would like to do is get ahold of information that statistically describes the world economy during the EU period. Things like:

1. shipping tonnage
2. commodity prices
3. recessions/boon periods preferably by region (asia, europe, etc)
4. gold/silver importation
5. value of trade in different ports or regions

I would like data so that I may make appropriate changes to the trade.csv, goods.csv, and infrastructure.csv files. My hypothesis is that trade was more "mature" as a contribution to the wealth of a realm so that it's effect on wealth was magnified (proportionate to infrastructure - taxes) until 1600. Then "infrastructure" became moreso in the 1600s and as more powerful central governments, national economies, and absolute monarchies came to the fore, national tax revenue played an increasingly important tole in funding the new nation states.

So, in terms of my hypothesis this means that the trade %'s in the trade.csv file should start a bit higher and grow more quickly in the 1500s and then grow more slowly through the rest of the game. The %'s in infrastructure.csv should grow more slowly at first and then rapidly escalate after 1600.

If there are internet links to these data, I'd appreciate you sharing them.