Crown Imperial
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Is Britain Bankrupt

Fri May 04, 2012 11:53 am

Iam playing Britain and the game year is 1893 and for the past five game years goods output has been 0 and coal output at -171 yet steel output remains in the 3000’s. Ordering more goods or coal doesn't move either to a positive value. I have fully exploited all British Isles coal output and these isn't much worth extracting from the colonies and anyway I don't have the goods or coal to build new coal mines.

It seems as if the British economy is bankrupt apart from appealing to the Imperial Monetary Fund or asking the German taxpayer to rescue me any suggestion has to what's gone wrong?

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Fri May 04, 2012 1:11 pm

Crown Imperial wrote:Iam playing Britain and the game year is 1893 and for the past five game years goods output has been 0 and coal output at -171 yet steel output remains in the 3000’s. Ordering more goods or coal doesn't move either to a positive value. I have fully exploited all British Isles coal output and these isn't much worth extracting from the colonies and anyway I don't have the goods or coal to build new coal mines.

It seems as if the British economy is bankrupt apart from appealing to the Imperial Monetary Fund or asking the German taxpayer to rescue me any suggestion has to what's gone wrong?



As a German Economist, i restrict myself to refer to 1984s Thatcher:

I WANT MY MONEY BACK!

nay, nothing went wrong.... nearly all players are overpowering since the game is far too strong and stable in 1850.

Development is too progressive, even too exponential when technologies shock the economies. some nations never develop, others get killed 1880, some cant be really played after 1900 and everyone is humbugged by the trade system one quarter or two

the devs have been striving to alter it with extended construction time, but as i figure, it only shifted it for my strategy in US economy for about 6 years and then overpowering again.

Alternative one: DONT TRY TO WIN, BUT TO COPY HISTORY.... SLOW history

Alternative two: mess around with the file and let the AI not keep any stocks after 1875, but what it need to keep up turn based expenses


Alternative three: completely reconfigure the building and set them free on 5 years basis not with the technologies...streamlining, as many called it...
...not paid by AGEOD.
however, prone to throw them into disarray.

PS:

‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘

Clausewitz

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Fri May 04, 2012 9:37 pm

Crown Imperial wrote:Iam playing Britain and the game year is 1893 and for the past five game years goods output has been 0 and coal output at -171 yet steel output remains in the 3000’s. Ordering more goods or coal doesn't move either to a positive value. I have fully exploited all British Isles coal output and these isn't much worth extracting from the colonies and anyway I don't have the goods or coal to build new coal mines.

It seems as if the British economy is bankrupt apart from appealing to the Imperial Monetary Fund or asking the German taxpayer to rescue me any suggestion has to what's gone wrong?


Welcome to the forums Crown Imperial. As for the coal, it appears that you are not mining enough for your factories, and the -171 is due to your ships and railroads consuming coal each turn. You should be getting a message stating that you paid crown money for coal (to cover the shortage). Your factories/mines may have shut down due to strikes, or a lack of something (the F11 screen shows which factories are working and which are not, and what each needs to be working). 3000 steel output or supply (they are different), you are probably not making or consuming any steel at this point due to your shut down factories, and thus your on hand supply stays in the 3000s.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

Crown Imperial
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Thu May 10, 2012 11:28 pm

On pressing F11 the coal shortage seems to be as much due to mines closing as it is a global coal shortage. Scrolling through every mine I pressed the handle to open them only for them to have closed down again by the next turn with the addition of them now showing they are also financially in the red. Another puzzling feature is the absence for about ten game years of the option to import coal at the cost of £200. Meanwhile goods production is currently at -35 and Iam almost at the point of concluding that the British economy is in a death spiral and it’s time to play another game. If only real economics mirrored those of the game world.

I have proved that in pressing the handle in F11 (the annex to No 11?) that pressing handles to bring about instant economic recovery don't work and perhaps Britain best option is to shadow the Riechsmark with a view to apply to join Riechsmark Zone. So Yellow Ribbon buddy can you spare a pfenning?

My solution to a few of the problems with PONI would be to allow cheat codes. For example to allow players to create positive balances in the case quantative easing with coal by ether inputting a balancing or increasing regional coal production. I appreciate that for some cheat codes are just that cheating but I look upon them as a badly labelled method of allowing the player to mod the game they are playing.

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Fri May 11, 2012 8:05 am

i have already send Mrs. Money Penny out, fetching my cheque book...

you have build too much, as said. probably due to the large technological gaps, experiencing oversupply for many years and unsolvable shortage after next upgrades...
this IS real world economics, got greedy, got penalties... (i am kidding)

i explained it in different threads:

1.) AI is supposed to have a security amount before even thinking about selling. this value is static and does stop trade.

2,) then Railroads eat up coal before structures are supplied, too. you loose the too high bonuses (and too early in game, on a too high basis in 1850) and you have your break as you described it.

this both points HELP the player most time of the game.

3) additionally the unstable political bug in PON 1.02 official patch, AI having many provinces on strike or rioting, stealing goods...

**********

frankly, i never used F11 that often, but for saving money.

if you need the goods produced and cannot buy for a lower amount, you have to produce it anyway for the opportunity costs are to high.

you are opting for a cheat, yeah, its interesting but does not solve the structural problems. the cheat must have been extremely high to assure railroad and production after 1880s.

You simply can use a text editor to change the structures files, for instance level two coal extraction... Mrs. Money Penny even digged out a manual for ye...

QUOTE:

"Monsabert
Major


Join Date:
Dec 2002
Posts:
535

[color="#FF0000"]
UID = 83
Alias = Coal2
Name = $stc_nam_Coal2
Text = $stc_txt_Coal2
Kind = $stuProdSite
SubKind = $stsMine
Family = $sfmCoalMine
UpgradeTo1 = $Coal3
UpgradeTo2 = -1
Sprite = coalPit_¤.png
SpriteAlone = coalPit_¤.png
Bitmap = coalPit_Coal2.png
Z = 2
InCityScape = 0
InCountrySide = 1
IsExclusive = 0
CanDuplicate = 1
CanDeleteStruc = 1
MaxLevel = 1
Generation = *COAL2*
BuildLevel = 1
MinControl = 0
MinCP = 0
MinDev = 0
AllowEnemyPresence = 0
VPGainOnStcBuilt = 8
VPLossOnStcLost = 10
BuildWeightLand = 0
BuildWeightAir = 0
BuildWeightNaval = 0
PillagerCanCapture = 1
NoRazeLevel = 99
RecoverRate = 0
RecovUseLevel = 0
RecovKind = $Land
RplMinLevel = 99
AIBuildCoeff = 300
Inp_Money = 0
Inp_Capital = 7
Inp_Coal = 1
Inp_Steel = 0
Inp_Mfg = 0
Inp_Minerals = 0
Inp_Oil = 0
Inp_Goods0 = $merMechanicals|1
Out_Money = 0
Out_Capital = 0
Out_Coal = 12
Out_Steel = 0
Out_Mfg = 0
Out_Minerals = 0
Out_Oil = 0
Out_Prestige = 0
Out_Officer = 0
Out_Conscript = 0
ResourceNeed = $merCoal
Peasants = 0
Workers = 30
MiddleClass = 2
ReplPeasants = 65
ReplWorkers = 65
MinEffMiddleClass = 50
CapitalFunds = 600
StateFunds = 0
Steel = 20
Coal = 4
Goods = 30
DayCost = 120
CostIncreaseTerrainPerc = 10
SupplyProd = 0
AmmoProd = 0
SupplyWant = 0
AmmoWant = 0
MinLevelSend = 0
MinLevelWant = 0

Change the lines:

Inp_Coal = 0
Inp_Steel = 1[/color]

Now the pit will need 1 steel per turn to work and no more coal. IMHO much better design decision than having pit burning coal to produce coal. Steel was needed for maintenance. It creates a system where you need steel to extract coal and coal to fuel mills. As in RL. Outside just MechanicalParts....Steel...Think about."
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Fri May 11, 2012 8:07 am

or of course change the output

Out_Coal = 12

and enter a value which stabilizes your game...
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Fri May 11, 2012 1:18 pm

sorry but i think it is not the right way to edit players faults away.
He say that he see the problem 5 years befor, why do nothing?
Can we get a savegame? then we can say what goes wrong. The game it self is easy to build up a good economy(not perfect and not maximum output), but need a little different gameplay. To build and upgrade everey structure is a bad idea, all my iron-mines are on level 1(if it was possible), so they only need money. The AI sell many iron and steel is easy to manage.
Other problems is that with upgrades not only the output rises, the input could a bigger problem.
Example:
on 100% you need 1 mechanical part and produce 15 coal
on 49% you need 0 mechanical part and produce 7 coal
on 149% you need 1 mechanical part and produce 22 coal(optimal)

now upgrade,
on 100% you need 2 mechanical part and produce 30 coal(optimal)
on 49% you need 1 mechanical part and produce 14 coal
on 149% you need 3 mechanical part and produce 44 coal

and that in many regions is a big problem, at late game 300% moddifier no problem, and the happiness can make a spread from 75-150%
that can make a circle, mechanical parts need steel
steel need iron,coal,minerals and mechanical parts
iron,coal,minerals need mechanical parts..
some times i can reduce my spendings(money/resources) with producing 1% less goods realy great(shutdown 2 iron mines, 2 mineral mine, 2 steel factory, 1 mechanical part factory, a good factory a lumber mill....), only need to shut down a factory that produce 20 units and take on a factory that produce 19 units with better input.
the upgrade is a thing, you need to calculate, get 200% more with 200% more input and some time an extra resource? in my games i build all factories and only upgrade if i need the more output(coal/mechanical part) or it is profitable(all factories on and no new buildable)

the next fault is to build railroads everywhere, 1 normal railroad need 0.5 coal 1 extended railroad need 0.8coal to run, a province with less strategical worth and no needed resources and a railroad is a big wastage(in a year it need 12-19.2 coal, with 24 of that you need a level2 coal mine).

other problem is that nations get to big, with germany and i conquer france i need double goods for the same happinessgain but france only get me a few resources and goods(bad economy in my save), then the railroads, i cut all of and save around 40 coal a turn

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Fri May 11, 2012 2:39 pm

u dont have to be sorry,

i spoke against modding the DB for many months, he speaks against cheating, so you are just falling in the same tune. no disagreement here.

Sven, from our last discussion i remember you went the same way as i, from the very beginning of publication starting over and over and over again... we learned it the hard way, looks alike he learned it in the last third of the game.

most people did not, many throw it away and just test it for now, how it works with 1.02

with official 1.02 i ended the game with half world economy on strike, 75% of my foreign investment on strike, few nations like Persia/Iran totally knocked out by themselves, the broken trade system and so on... 15000 prestige points aways from wining the game having x-times prestige of the second in ranking

still i played it through and played many years with our privately moded trade-price-smuggling system based on the discussions with Sir Garnet, internal in our group and with few advise to understand the files coming from Generalissimo...
for me both is fun, and i patiently wait for further support for PON, what will not come on a broad base in the next months/years for it has no priority in Paradox marketing-P´s

Crown Imperial has 27 years left, yes i agree he most probably did unstrategical upgrading fooled by the numbers and the technological jumps, but he cant run back in time.
he is in the situation when he needs/is about to need all steel what he can grab, and the residual economy stopped for the described reasons. hard to keep on in such a situation.

next turns he will have major battles, then game will fall to zero, no further development on the map...

he is the one who will decide whether to carry on the game as it is, modded or with help you offer him. no one else, and no one shall judge what is right or wrong but him

***************************************************************************

DB is officially opened, everyone may use it as will. So i see absolutely no reason of any discussion (reopening such one) whether any player using private mods does it rightfully or not.
At least not 11 months after officially release in a pity sorry state as last summer, which much more work needed than 1.02.

(no reasons of offense to the Devs, they know that i know it better, since they might remember i earn my money with project management)
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

Crown Imperial
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Thu May 24, 2012 5:06 pm

My apologises to come back to you about this issue when RL matters allowed.

Thank you very much for the editing codes but Iam so sorry to say that its beyond me, a programming illiterate, to know how to go about this. Once I have opened up the Editor in Win 7 what file am I looking for and then how do I get to the level in the game files of being able to edit it.

But thank you for the kind thought Yellow Ribbon.

Ps in the respect to the references to me in this thread its dammen not herran

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Thu May 24, 2012 5:58 pm

Crown Imperial wrote:My apologises to come back to you about this issue when RL matters allowed.

Thank you very much for the editing codes but Iam so sorry to say that its beyond me, a programming illiterate, to know how to go about this. Once I have opened up the Editor in Win 7 what file am I looking for and then how do I get to the level in the game files of being able to edit it.

But thank you for the kind thought Yellow Ribbon.

Ps in the respect to the references to me in this thread its dammen not herran



there is nothing to worry, AGEODs team is giving us the most simple structure and help us to mod nearly everything.

rather than a mod in the campaign itself (increasing the number of coal in stock to get everything back on track, RR as well as economy) i would ask you to go to the folder you have installed PON.

there is a folder with all the structures informations.

guess it was
[color="#FF0000"]
VGN / DB / Structures[/color]

basically there are three levels of each resource extraction site. In your game you will have mainly level 2 or 3

[color="#FF0000"]
Coal Pit Coal2
Coal Mine Coal3[/color]




now you simply use the text editor for this structures

find the row

[color="#FF0000"]Inp_Coal = [/color] and change the number that follows to zero

find the row

[color="#FF0000"]Out_Coal =[/color] and increase the number to a suitable number that sustains the economy

then save the file, close it, start PON, carry on

(but if you cheat that way, dont expand the economy much more or it gets ridiculous)
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

Crown Imperial
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Thu May 24, 2012 7:33 pm

Thanks, I have found the structure files and Coal 2 & 3 but where is the editor file please.

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Thu May 24, 2012 7:53 pm

there is no such one, you should change it IN these two textfiles for the structures with any text editing program like wordpad etc.
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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