Yep, I've been fiddling with those numbers for ages with succes ofcourse.Balthagor wrote:still not fully caught up on the thread, but one thing I should mention is that the per person demand for goods can be adjusted both for the overall scenario and for the individual regions.
In the Player Configuration file there are two places to do this. To change the demand for a product for all regions use the value wmprodperperson[X]; where X = the product's number (zero for agri, one for ore, etc). If this value = 1 then any region who's GDP/c = wmgdpc; from the configuration file will demand 1 unit per person daily. If they have a higher GDP/c they will demand more and if it is lower they will demand less on a sliding scale.
The second place is in the section that shows production efficiency and opening stock values. The value for demandppmod[X]; can be from 0.00 to 1.00 and makes the demand for the given region a percentage of overall demand equal to the value given. Using the above example, if a region has 0.5 for this value then they would demand 1/2 a unit per person daily. This value is not always used since it defaults to 1.00 if not added. It can be seen in the configuration file for the world scenario. An example of where this would be useful is in places like the mideast where timber is in much lower demand since alternate materials are used for construction. If you have two regions in a sceanrio that have very different demands this value can make it easier to balance them.
I've included this to try and provide a better understanding of how the game mechanics work but I should mention that the second value that allows adjusting per region demand was added very late in the development so is not widely used. We would have needed perhaps six months to review all the scearnios, know what percentage they each needed and rebalance them. Overall the delay would have had so little effect on gameplay it was considered unimportant. However, anyone designing their own scenarios may wish to use this values and if someone wishes to update existing scenarios this is something they could play with.
(I've made myself a note to add some of this to the wiki...)
My only real concern is that certain regions have double if not triple the possible economies that others have.
In the world scenario for example ''India/Pakistan'' has a modifer of 2.5 for consumer goods!!! That means that they can SELL 2.5 times MORE goods to their population, resulting in huge net profits and a huge ability to tax the hell out of your population without actual demand decreases.
That grossly unbalances the game once u get india/pakistan on the road to wealth and economic prosperity.
Consumer goods contribute about 7000 NET profits if ur gdp/c is 21000 and you stabalised demand. With India this could easily be 16000 net profits!!! unrealistic (that 16000 is PER PERSON!!! so with 1 billion people...you do the math! ) (want to fund a war? u got cash!)
Boosting consumer demand changes the game dynamics completely. I've changed the demand from 0.25 to 0.3 tonne consumer goods. That results in the ability to tax alot more, alot more money gets into circulation wich rockets ur gdp/c upwards resulting in booming inflation, not to mention that your net profits increase dramatictly.
Anyways my 2 cents