Victoria ii mods wiki5/19/2023 Production relations between goods have been reworked to make every good relevant in significant numbers and capable of being profitable. The role of coal as an all-important resource as the fuel steam engines ran on is represented by making it the main upkeep food for factories and a part of the build cost of railroads. Likewise, railroads have machine parts as a build cost, representing steam engines. Machine parts have been made to account for a greater relative part of build cost in order to deliberately make their availability another damper on the rate of industrialization. To compensate and make it easier for capitalists to start industrialization under laissez-faire, factories have been divided into smaller levels, each holding only 5000 workers. As need fulfilment has been made relatively more difficult, all effects following from them have been rebalanced now 25% everyday needs is considered the "balance point" where a POP is not discontent with its standard of living.įactory build costs have been driven up greatly to make capital accumulation the most common limiting factor on industrial growth, rather than rate of craftsman promotion. Also, to model income elasticity of demand, several everyday goods are also found as duplicates in the luxury goods cathegory. Capitalists in particular have massive luxury demands. Everyday and luxury needs of all POPs have been massively expanded to make sure POPs will always have something to spend their money on, keeping it circulating and preventing late-game economic stagnation from lack of demand. All POPs further have a certain amount of food as everyday needs, representing slight income elasticity of demand. All POPs eat the same number of units of food as life needs, though richer POPs eat a higher proportion of more expensive food (fish and cattle), whereas poor POPs eat almost entirely staple food (grain). ![]() Good needs have been reworked thoroughly for economic rebalance. At the beginning of the game, factories are scaled to only be slightly more profitable than artisan production, but the gap will grow larger over the game, forcing artisans into a few niche goods such as luxuries, for which they have a higher inherent profitability. This makes amounts of goods comparable to each other. A paradigm of preservation of mass has been adhered to in production, total amount of inputs matching total amount of outputs, with the exception of certain large items such as artillery and ships, and goods whose production process can be considered fuel-intensive. The cheaper the factory, the smaller the relative profit margin per unit produced is, making cheap factories more vulnerable to adverse market conditions, but also make them benefit more from output-boosting effects. Profit margins of factories (output price minus input prices) have deliberately been made narrow to prevent profitability when supply is far above demand, and consequently, most factory output inventions have been changed to increase throughput. The inherent profitabilities of factories scale nonlinearly with build cost, the most capital-intensive (shipyards and machinery) having an inherent profitability 1.5 times greater than a common factory, whereas a "dirt cheap" factory on the other end of the range is only 0.75 times as profitable. Most RGOs are equally inherently profitable, though a few corresponding to rare resources that can only be produced in a few places have slightly higher profitabilities. ![]() Factory and RGO inputs and outputs have been redone from scratch starting from initial assumptions about inherent profitability in a long-term equilibrium.
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