Thanks, but I got a burst of inspiration and made my own variant, if you're interested in my numbers (and a spreadsheet of all goods, their GUIDs, their production costs and input goods): https://github.com/PillagingPagans/anno1800
My version generally has goods worth a bit more than yours, but still less than vanilla. This is because I do not only base it on the maintenance costs of the production, but also on the price of the input goods required for that production. I'm using some regex to create the ``assets.xml`` file for the mod, so I can simply tinker with the numbers in excel and have the mod automatically generated. (It is inspired by your mod, but I did not use your mod to create mine.)
Thanks a lot for the inspiration for it, and your other mods, it's a great idea to try and balance the economy a little.
I have updated mine with an improved formula to get even the strangest of chains together. I still use maintenance to calculate the new baseprice, and all goods of GU 16 are also included : )
At the top of the file is stated what the numbers mean. In short: the original base value for reference and the good's maintenance per ton, followed by the new base value.
As for your question: No, it does not affect custom prices that AI traders have on their stock, so you can trade coal/gold/pocket watches just like before.
Sorry for the troubles and thanks for checking! Somehow I had troubles launching the game, then I disabled this mod and it started correctly. However, now it also starts up with the mod enabled! It must have been something else.
Looking forward to playing with this mod :) Thanks for sharing!
I have added an optional file for use with Jakobs collections' goods. I touched all the goods I managed to find in his files, they now use the same logic as all base game goods.
Touching other mods is not an easy process, but I did it as cleanly as possible, please do test though!
Does the mod only apply to base game products? I find that I can very easily over-produce Arctic Gas, though selling it off is the fast track to being a multi-millionaire. The alternative being, just letting the warehouse quickly reach maximum storage so the production line comes to a halt, which is just as silly.
I hope Season 4 dlcs gives us avenues to do something with all that amassing wealth, like continuously investing in the economy in foreign lands (If not new Sessions) with very little return. Perhaps a few new decorative objects to unlock and game achievements to collect to pat you on the back for the foreign investments, helping countries out of poverty playing a benevolent investor, or help their war machines build tyrannical empires playing an evil investor. The end result being not ever hitting max billionaire status early game so that setting up trade routes to sell off your own excess goods is pointless.
It applies to every good currently in the game, all DLC's included (but not mods obviously, nobody will have the same goods added by mods) Gas is reduced by a factor 3 anyway, so you'll sell it for slightly less : )
Wood Original BasePrice is 3 - New BasePrice is 1 (to my understanding)
If I Buy from AI's (Old Nate, Blake Ect... ). Would I Buy 10 wood for $10 or $30 and If I Sell to AI's (Old Nate, Blake Ect... ). Would I Sell 10 wood for $10 or $30
Neither of those, the trade value is only what the game uses to determine how much you can sell/buy an item for. Different traders have different price modifiers. For instance, a quick test/example: Timber used to be a basevalue of 5, now it is a basevalue of 2. That does not mean I buy/sell in multiples of 5 or 2, it only means that the basevalue is 2.5x lower than before. 100 timber sells for 100 coins, but you can buy it from say, Archibald, for 300 coins. Those numbers used to be 250 and 750 respectively.
Many other goods have their baseprice reduced significantly so that you make less money from selling things outright. As a consequence, buying for example steam motors from for instance Nate will now be a little cheaper (but not very efficient of course).
I hope this helps? And thank you for giving me the idea to upload this ^^
19 comments
My version generally has goods worth a bit more than yours, but still less than vanilla. This is because I do not only base it on the maintenance costs of the production, but also on the price of the input goods required for that production.
I'm using some regex to create the ``assets.xml`` file for the mod, so I can simply tinker with the numbers in excel and have the mod automatically generated. (It is inspired by your mod, but I did not use your mod to create mine.)
Thanks a lot for the inspiration for it, and your other mods, it's a great idea to try and balance the economy a little.
I still use maintenance to calculate the new baseprice, and all goods of GU 16 are also included : )
Question:
Gold | 1385 | 1162
ModOp Type="replace" GUID="1010249" Path="/Values/Product/BasePrice"
BasePrice419</BasePrice
/ModOp
What does 1385 and 1162 Numbers represents.
I Buy Gold from Pirate and sell at Old Nate . He Give more $$ than Pirates - Makes me money.
Does your MOD remove Pricing from Ai to AI ??
In short: the original base value for reference and the good's maintenance per ton, followed by the new base value.
As for your question: No, it does not affect custom prices that AI traders have on their stock, so you can trade coal/gold/pocket watches just like before.
Looking forward to playing with this mod :) Thanks for sharing!
again a really great mod of yours. I love myself some balancing.
Would it be possible to make maybe a separate file for adjusting the goods from the jacobs collection as well?
I touched all the goods I managed to find in his files, they now use the same logic as all base game goods.
Touching other mods is not an easy process, but I did it as cleanly as possible, please do test though!
I will test it right away!
I hope Season 4 dlcs gives us avenues to do something with all that amassing wealth, like continuously investing in the economy in foreign lands (If not new Sessions) with very little return. Perhaps a few new decorative objects to unlock and game achievements to collect to pat you on the back for the foreign investments, helping countries out of poverty playing a benevolent investor, or help their war machines build tyrannical empires playing an evil investor. The end result being not ever hitting max billionaire status early game so that setting up trade routes to sell off your own excess goods is pointless.
Gas is reduced by a factor 3 anyway, so you'll sell it for slightly less : )
Got a Question
<!--Wood: 3-->
<ModOp Type="replace" GUID="120008" Path="/Values/Product/BasePrice">
<BasePrice>1</BasePrice>
</ModOp>
Wood Original BasePrice is 3 - New BasePrice is 1 (to my understanding)
If I Buy from AI's (Old Nate, Blake Ect... ). Would I Buy 10 wood for $10 or $30
and
If I Sell to AI's (Old Nate, Blake Ect... ). Would I Sell 10 wood for $10 or $30
Many other goods have their baseprice reduced significantly so that you make less money from selling things outright. As a consequence, buying for example steam motors from for instance Nate will now be a little cheaper (but not very efficient of course).
I hope this helps?
And thank you for giving me the idea to upload this ^^
That will make my game more challenging.
Starting a new game now to experiment.