settintotrieste / Victoria-2-Cold-War-Enhancement-Mod-CWE

CWE brings Victoria 2 into the Cold War era and beyond. This is the ultimate Cold War mod with a slew of special features such as ideological blocs, dynamic international institutions and decolonisation chains to accurately simulate the Cold War and Post-Cold War world.
https://discord.gg/BPJcMuN
124 stars 82 forks source link

many RGOs empty in the first two decades #429

Closed laingawbl closed 5 years ago

laingawbl commented 5 years ago

I have noticed that certain RGOs, like Grain, will be totally empty (0 workers) between the '40s and '70s, until resource efficiency techs are researched. There will be large numbers of unemployed farmers and labourers, but none of them will be working the RGO.

I do know RGO unemployment is a well-known problem with base Vicky. But if factory profitability can be rebalanced, do you think it would be somehow possible to rebalance the resource market into ensuring that RGOs are always worked to some extent? I don't think it's right that e.g. as West Germany in 1968, and lots of starving nuclear plants, I should have an Other Metals RGO with nobody working it.

I have two guesses as to why this happens:

I should add that this doesn't really affect gameplay if you don't look too closely - you can still get a healthy industrial score, and satisfy most pop needs - but most of the factories will be around 0 employment and producing nothing at all!

settintotrieste commented 5 years ago

The rgo problem is due to a hardcoded bug made worse by large spheres at the start of the game. There is plenty of demand but due to the bug, it’s not reflected properly outside of one’s sphere. https://www.reddit.com/r/victoria2/comments/cdujhn/a_complete_understanding_of_victoria_2s_markets/

It’s difficult to balance RGO levels because a scarcity of RGOs in the early game will mean an acute scarcity past 1980 when industrial scores start increasing exponentially. Modifiers can help but it tends to go out of hand quickly because it only increases by a fraction. Example, changing the default rgo output from 1 to 5 requires a 500% modifier.

RGOs don’t have profitability values to edit as well making it difficult to balance as it would be determined solely by supply and demand which is impossible to reliably calculate in game.

settintotrieste commented 5 years ago

A stop gap solution has been found by making the fire rate of RGO = 0 which means that RGOs will hire in accordance with increasing demand but won’t fire when there is high supply.