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
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Lack of worldwide urbanization #775

Closed Sillken closed 3 years ago

Sillken commented 3 years ago

Farmers and labourers always seem to end up overrepresented in pretty much all countries. I imagine this is a known issue so I'll just brainstorm some solutions here.

Let me know if this sounds interesting for the mod, I'll do a test run with some of these changes during the weekend and reply to this post with how the economy reacts to it.

settintotrieste commented 3 years ago

It’s a know issue but I decided to keep it the way it is because it will eventually lead to a overhaul of everything in the mod.

The main problem is that employed craftsmen contribute almost all industry score so if craftsmen pops are increased then the GP list will be messed up. I’ll need to then edit the prestige levels again for balance.

Also, if there are too many craftsmen, factory output will completely outpace current demand. So pop demand or factory output has to be redone.

A lot more factories will also strain the RGO capacity, especially with less RGO pops. RGO production will then need to be redone.

if there are too many craftsmen at the games start then there will be massive unemployment, causing huge immigration for the first 10 years which will mess with historical population growth. If factories are added to the game’s start to address this, the problem will be what factories to use, using the wrong factories will cause a huge global bankruptcy cascade.

More factories means more profit. This is going into the national bank which can get a stack overflow from having too much money. Reducing the value of money is not feasible because it is strangely tied to how likely rebels will rise up. Decision and events money values must also be reviewed to be attainable. Tweaking factory profits to be lower risks cascading bankruptcies when the market is just slightly lower or higher.

Factories in this mod are much more productive then vanilla ones due to gazillion modifiers and techs. To rebalance them would need to review all of the modifiers.

More factories also cause more lag.

More craftsmen also decisively shifts those heavily urbanised nations in favour of socialism. It is difficult to mod ideological development in the game so craftsmen are set to be more socialist in general. This would affect some decisions and events. If ideology was made more dynamic, the problem then becomes what criteria to use and whether the AI can replicate those criteria.

None of the problems above can be tackled in isolation, all must be dealt with simultaneously. It’s a giant vicious cycle if the pop levels are done incorrectly.

I think it is better not to touch the economy too much in this mod because it’s like a stack of cards.