63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 19, 2015 22:04:31 GMT
I've been messing around with the game semi-serious, trying new ways to fix the fuel problem, i've seen on this forum that there are some ways, like converting electicity to fuel. This other way i found out work quite well for me:
(line 242 -245 in EastvsWest\script/ai_trade)
-- Seller has a large selling pile so extra score Negative numbers mean surplus.
elseif laSellerResources < -10 then liScore = liScore + 10
end
The original setting was -20, i set it to -10, this makes the AI sell more often.
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84 posts
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Post by HansWormhat EvW-Dev on Jan 19, 2015 22:32:32 GMT
Do you notice your fuel stock fluctuating more accurately now?
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 19, 2015 22:58:59 GMT
Do you notice your fuel stock fluctuating more accurately now? both yes and no. in some cases it just causes the fuel price to steadily increase and never fall, i will look into it some more and then return.
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 19, 2015 23:39:18 GMT
I did some more testing, this fix is not ideal. But it is an incredibly easy way to make the game playable and not worry about fuel problems. The fuel price only goes up and up and never stop going up.
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Jan 19, 2015 23:50:29 GMT
The fuel price only goes up and up and never stop going up. So just like real world
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 0:56:11 GMT
The fuel price only goes up and up and never stop going up. So just like real world Haha , not only does this fix help with the fuel problem, it ads realism haha
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Jan 20, 2015 4:24:25 GMT
I tested it and it works well. As Australia the fuel price was around $1.8 and looks fairly stable. Let's focus on balancing the 1946 scenario first. Obviously the next step is to define which regions of the world we want producing what products. So the primary oil/fuel provinces should be Iran, Saudi Arabia, Venezuela, The Caucasus Mountains, Libya and Texas.
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50 posts
Skills: Historical Research, Writing Events/Decisions, Finding Bugs, Economic Balancing
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Post by warsmith17 on Jan 20, 2015 5:26:40 GMT
I tested it and it works well. As Australia the fuel price was around $1.8 and looks fairly stable. Let's focus on balancing the 1946 scenario first. Obviously the next step is to define which regions of the world we want producing what products. So the primary oil/fuel provinces should be Iran, Saudi Arabia, Venezuela, The Caucasus Mountains, Libya and Texas. How do you view prices? Also, I thought Libya's oil wasn't discovered until the 50's. Although that may not be possible. Also Indonesia/Dutch East Indies should be a net exporter at that time period.
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66 posts
Skills: Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Bug Fixing, AI Programming, Graphics, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Map Editing, Modding Technologies, Modding User Interface
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Post by nguyenthepatriot on Jan 20, 2015 14:03:45 GMT
Perhaps the issue is a lack of refining capability, since you can only have one Refinery in each State(Region). It may be worth a try opening common/economy_buildings.txt and replacing the lines in the refinery entry
input_goods = { oil = 1.0 } output_goods = { fuel = 0.5 }
with
input_goods = { oil = 2.0
} output_goods = { fuel = 1.0 }
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84 posts
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Post by HansWormhat EvW-Dev on Jan 20, 2015 19:13:21 GMT
^^ Bingo. It's going to be like this with virtually every resource until the economics are balanced. From what I can tell the AI supply/demand systems works pretty well, almost like Vicky 2...the problem is that the global supply is low and demand is high, which can be solved with what you've said.
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 21:24:43 GMT
Great!
I'll add this for version 0.87.0!
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Jan 20, 2015 21:29:01 GMT
If the issue is not enough global supply of coal then we should maybe also increase the province ouput of coal? The economics of supply and demand should push the price for coal down and thus make factories more profitable. At least in theory.
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 21:30:06 GMT
If the issue is not enough global supply of coal then we should maybe also increase the province ouput of coal? The economics of supply and demand should push the price for coal down and thus make factories more profitable. At least in theory. I havn't noticed a coal problem, but i havnt realy looked. This is a problem that happens allways?
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 21:33:12 GMT
Perhaps the issue is a lack of refining capability, since you can only have one Refinery in each State(Region). It may be worth a try opening common/economy_buildings.txt and replacing the lines in the refinery entry input_goods = { oil = 1.0 } output_goods = { fuel = 0.5 }
with input_goods = { oil = 2.0
} output_goods = { fuel = 1.0 } Wait if input oil is increased, might that not create an oil problem, since more oil is needed to create fuel?
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 21:34:14 GMT
Anyways, i will increase the build time for factories, it is way to fast, factories arn't built in a matter of weeks.
Satelite factories had a time of 2 while centrifuges had a 1050 time
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