Metal Ore Consumption

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georgios
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Re: Metal Ore Consumption

#16 Post by georgios » Oct 17 2012

you must modify the default.unit file. Find the buildng which produces every commodity, go to the end of its row, find the last number "90" and go 7 comma backwards. There is a number related with the raw materials that consumes this building. Each material has a specific number. If more than one are consumed, then you must type the sum of their specific numbers. These numbers are:

agri 1
water 2
timber 4
oil 8
coal 16
ore 32
uranium 64
power 128
consumer 256
industry 512
military 1024

so you must add the number 4 if you want to include timber.

georgios
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Re: Metal Ore Consumption

#17 Post by georgios » Oct 17 2012

It is not easy to build a perfect trade model. Experiment and provide information!

WuOne
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Re: Metal Ore Consumption

#18 Post by WuOne » Oct 18 2012

Yes I will, I'll try to make my own and I will check yours.
I hate re caching it takes so long...
Thanks for the guide

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number47
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Re: Metal Ore Consumption

#19 Post by number47 » Oct 18 2012

WuOne wrote:Yes I will, I'll try to make my own and I will check yours.
I hate re caching it takes so long...
Thanks for the guide
Have you excluded orbats from cache as I suggested? It shouldn't take more than 2-5min to cache if orbats are excluded...
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WuOne
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Re: Metal Ore Consumption

#20 Post by WuOne » Oct 18 2012

number47 wrote:Best way for testing would be excluding the .oob file from the cache (in the .scenario file find the line mentioning .oob file and add //in front of that line) as oob makes the caching process take so long. With that line excluded, it will take few minutes max to create the cache file.
Thanks, I didnt pay attention to it.

georgios
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Re: Metal Ore Consumption

#21 Post by georgios » Oct 18 2012

forgive me. I forgot to tell you about orbat excluding. To be more accurate, I don't exclude orbats with //, but I cut the orbat files from the folder, leaving the orbat of my model region, greece. This because I make changes in my region's army in every caching. I make changes in many files at every caching, and when I run the game I debug..

now I will change the "coal gasification plant" to consume timber instead of coal. It will be a form of biodiesel from wood. This will give to timber a demand boost, and an energy resource to non opec countries with high tech level (and forests)

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Ruges
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Re: Metal Ore Consumption

#22 Post by Ruges » Oct 18 2012

I dont think the caching is whats going to take the longest. Its going to be running the game for 20-50 years to see if those changes are balanced withen the game.

georgios
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Re: Metal Ore Consumption

#23 Post by georgios » Oct 18 2012

Αnd where are the results of this test? If our model has any bugs it simply misworks.

georgios
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Re: Metal Ore Consumption

#24 Post by georgios » Oct 18 2012

instead of converting timber to oil you can convert timber to coal. This, by modding the oil-coal synthetic to cokerie plant.

WuOne
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Re: Metal Ore Consumption

#25 Post by WuOne » Oct 18 2012

Did test with my current modifications, got some good improvements, but its not finished yet, maybe tomorrow or today later will post the results.
Ruges wrote:I dont think the caching is whats going to take the longest. Its going to be running the game for 20-50 years to see if those changes are balanced withen the game.
Well 20 - 50 years with current game engine is almost impossible just for testing... :)

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Re: Metal Ore Consumption

#26 Post by WuOne » Oct 18 2012

Is it possible to mod AI minister priorities?
I think USA is set to massive military buildup and they go bankrupt every time, they built 111/70/10/250 military fabrications now... And they are in war with Cuba and Libya now so its useless. they keep building until run out of money and keep taking loans so the debt is 9 billions now and treasury 47,400 M and it keeps decreasing as I write... and till i finish writing military is 114/70/10/250
China for example is at war aswel but they dont build that much...

georgios
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Re: Metal Ore Consumption

#27 Post by georgios » Oct 18 2012

I don't understand what means Mr ruges with this post.

What do you want to change in minister priorities?

The build rate perhaps will be connected with region's agenda in the .cvp file.

But I don't think that AI gives minister priorities.

WuOne
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Re: Metal Ore Consumption

#28 Post by WuOne » Oct 18 2012

Results after last modification
Game start date 2011-07-15

Current date 2012-01-01
No big wars in the world, Running on full production Importing, Exporting and not building any new resources to see the changes without me being involved

Agriculture
Market availability: Excellent
Selling Conditions: Static
Production Price: 1222
Market Price: 1695

Water
Market availability: Excellent
Selling Conditions: Favorable
Production Price: 156
Market Price: 159

Timber
Market availability: Excellent
Selling Conditions: Unfavorable
Production Price: 132
Market Price: 348

Petroleum
Market availability: Excellent
Selling Conditions: Unfavorable
Production Price: 118
Market Price: 375

Coal
Market availability: Excellent
Selling Conditions: Unfavorable
Production Price: 130
Market Price: 179

Metal
Market availability: Good
Selling Conditions: Favorable
Production Price: 131
Market Price: 552

Uranium
Market availability: Excellent
Selling Conditions: Favorable
Production Price: 281
Market Price: 573

Power
Market availability: Excellent
Selling Conditions: Favorable
Production Price: 229
Market Price: 230

Consumer
Market availability: Excellent
Selling Conditions: Favorable
Production Price: 24091
Market Price: 45126

Industry
Market availability: Excellent
Selling Conditions: Unfavorable
Production Price: 16990
Market Price: 21112

Military Goods
Market availability: Excellent
Selling Conditions: Unfavorable
Production Price: 43020
Market Price: 39702

Market Availability and the selling conditions are changing time to time, getting alot of trade requests for different goods, sometimes was getting messages as ally report critical shortgages of consumer goods, agriculture, fresh water and petroleum, but they fixed that quickly without me involved

WuOne
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Re: Metal Ore Consumption

#29 Post by WuOne » Oct 18 2012

georgios wrote: What do you want to change in minister priorities?
USA start the game with 7 billion in treasury and 8.7 billion in debt, military build capacities 34/27/10/250 and they are in war with Libya.
And they start massively build military fabrications until they run out of money, they start to pay off bonds in the beginning but after they get into the bonds again and even deeper.
So I want to make them to dont build so much...
EDIT : They are getting negative treasury every game

georgios
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Re: Metal Ore Consumption

#30 Post by georgios » Oct 18 2012

Is this my model?

In which region are all these happening?

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