Details and Modding help plz

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redindus
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Details and Modding help plz

#1 Post by redindus » May 09 2019

Been messing with the great war scenario (sandbox) as Japan. Just noticed that civilians were using way too much oils or petroleum usage. Is there a way to cut down on that or just simple raise the cost for them to buy it? Now I been trying to balance things out for Japan, since there isn't any rubbers around, had to buy that from the markets and the price of those rubbers are going high and higher than ever over time. Also some of these buildings, for example Industrial as well Consumer, they sure eat up a lot of things and just curious if I could lower some of these setting usages?

Japan didn't use much oils or petroleum for industrial complex, mostly were coal burning. Now trying to keep that industrial output positive, the consumer is eating way too much industrial goods. Now I would very much like to change some of these data for the usages on these buildings. I just didn't know where to look yet, still messing around with it. Least I can still build something useful for my empire.

Got a question, if I scrap a building, will I get all that industrial goods back or what percentage?

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Balthagor
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Re: Details and Modding help plz

#2 Post by Balthagor » May 10 2019

The relationships between commodities for consumption and the rates of civilian consumption are both controlled in the WMData file (in /MAPS/DATA) but I don't remember how much information we've posted about that file. Try searching the gamepedia page, see what's posted there.
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redindus
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Re: Details and Modding help plz

#3 Post by redindus » May 13 2019

Balthagor wrote:
May 10 2019
The relationships between commodities for consumption and the rates of civilian consumption are both controlled in the WMData file (in /MAPS/DATA) but I don't remember how much information we've posted about that file. Try searching the gamepedia page, see what's posted there.
Thank Balthagor, I looked up the gamepedia you mention and couldn't find what I am looking for. I am not sure if I found the file(s) to adjust it, but it wasn't enough details to understand what this mean in Map/Data/Default.WMData and there are few others with WMDatas as well. Something about WMProduction in the script codes. So having a hard time to see what is this or that in each fields. I am hoping these settings I am looking for aren't hardcoded.

I really want to lower these settings, its important and it feel like it is way too much demand or consumption...

1)Petroleum (CivDemand) should be reduce by 50% percent
2)Consumer Goods (Industry Goods) should be reduce by 50% percent
3)Industry Goods (Military Goods) should be reduce by 50% percent

Hope someone can help me with this, otherwise I just have to shelved the game for good. I have no problem changing unit's details, its the consumption is alittle off or demand too much.

YoMomma
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Re: Details and Modding help plz

#4 Post by YoMomma » May 13 2019

Guess ill help again. 1 of the most essential files to change gameplay, no information...

&&WMDATA,,,,,,,,,,,,,,,,,,,,,,,
battstrdefault,54,38,44,45,18,40,24,24,1,18,18,18,12,6,12,1,1,1,1,1,1,1,1
gdpcbase,20000,// World Baseline GDP/c,,,,,,,,,,,,,,,,,,,,,
hexresmults,0,0.05,0.1,0.15,0,2,4,12,"// Hex Resource multipliers 0-3 - First four Terrain Only, Next four with Upgrade",,,,,,,,,,,,,,
primerate,0.035,// World Central Bank Prime Rate,,,,,,,,,,,,,,,,,,,,,
socadj, 1.00
socialdefaults, 0.55, 0.55, 0.45, 0.2, 0.25, 0.45, 0.15, 0.2, (new CW, defaults for the social types)
wmrelrate, 1.0, (new CW)
&&end

&&WMPRODDATA, 0, // Agriculture
bwmterrain, 1.000
producefrom, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 2.000, 0.000, 0.000, 0.000
wmbasecost, 800.000
wmfullcost, 800.000
wmmargin, 1.2
wmnodeproduction, 790000.000
wmprodperpersonmax, 0.900
wmprodperpersonmin, 0.580
wmurbanproduction, 0.000
&&END

&&WMPRODDATA, 1, // Rubber
bwmterrain, 0.000
producefrom, 0.000, 0.000, 0.000, 14.000, 0.000, 0.000, 0.000, 5.000, 0.000, 0.000, 0.000
wmbasecost, 500.000
wmfullcost, 500.000
wmmargin, 2.000
wmnodeproduction, 40000.000
wmprodperpersonmax, 0.000
wmprodperpersonmin, 0.000
wmurbanproduction, 0.000
&&END

&&WMPRODDATA, 2, // Timber
wmbasecost,55,,,,,,,,,,,,,,,,,,,,,,
wmfullcost,55,,,,,,,,,,,,,,,,,,,,,,
wmnodeproduction,2400000,,,,,,,,,,,,,,,,,,,,,,
wmprodperpersonmax,2.0,,,,,,,,,,,,,,,,,,,,,,
wmprodperpersonmin,0.5,,,,,,,,,,,,,,,,,,,,,,
wmmargin,1.15,,,,,,,,,,,,,,,,,,,,,,
wmurbanproduction,0,,,,,,,,,,,,,,,,,,,,,,
bwmterrain,1,,,,,,,,,,,,,,,,,,,,,,
producefrom,0,0,0,0,0,0,0,0,0,0,0,,,,,,,,,,,,
&&END

&&WMPRODDATA, 3, // Petroleum
wmbasecost,140,,,,,,,,,,,,,,,,,,,,,,
wmfullcost,140,,,,,,,,,,,,,,,,,,,,,,
wmnodeproduction,30000000,,,,,,,,,,,,,,,,,,,,,, // was 40M
wmprodperpersonmax,24,,,,,,,,,,,,,,,,,,,,,, // Was 12, then 18
wmprodperpersonmin,0.01,,,,,,,,,,,,,,,,,,,,,,
wmmargin,1.5,,,,,,,,,,,,,,,,,,,,,,
wmurbanproduction,0,,,,,,,,,,,,,,,,,,,,,,
producefrom,0.2,0,0,0,1.7,0,0,0.9,0,0,0,,,,,,,,,,,,
&&END


&&WMPRODDATA, 4, // Coal
wmbasecost,80,,,,,,,,,,,,,,,,,,,,,,
wmfullcost,80,,,,,,,,,,,,,,,,,,,,,,
wmnodeproduction,3000000,,,,,,,,,,,,,,,,,,,,,, // was 10M
wmprodperpersonmax,0,,,,,,,,,,,,,,,,,,,,,,
wmprodperpersonmin,0,,,,,,,,,,,,,,,,,,,,,,
wmmargin,1.4,,,,,,,,,,,,,,,,,,,,,,
wmurbanproduction,0,,,,,,,,,,,,,,,,,,,,,,
producefrom,0,0,0,0,0,0,0,0,0,0,0,,,,,,,,,,,,
&&END

&&WMPRODDATA, 5, // Ore
wmbasecost,450,,,,,,,,,,,,,,,,,,,,,,
wmfullcost,450,,,,,,,,,,,,,,,,,,,,,,
wmnodeproduction,750000,,,,,,,,,,,,,,,,,,,,,, // tried 1.5M but was too high
wmprodperpersonmax,0,,,,,,,,,,,,,,,,,,,,,,
wmprodperpersonmin,0,,,,,,,,,,,,,,,,,,,,,,
wmmargin,1.4,,,,,,,,,,,,,,,,,,,,,,
wmurbanproduction,0,,,,,,,,,,,,,,,,,,,,,,
producefrom,0,0,0,2,0,0,0,1,0,0,0,,,,,,,,,,,,
&&END

&&WMPRODDATA, 6, // Uranium
wmbasecost,95,,,,,,,,,,,,,,,,,,,,,,
wmfullcost,95,,,,,,,,,,,,,,,,,,,,,,
wmnodeproduction,1800000,,,,,,,,,,,,,,,,,,,,,,
wmprodperpersonmax,0,,,,,,,,,,,,,,,,,,,,,,
wmprodperpersonmin,0,,,,,,,,,,,,,,,,,,,,,,
wmmargin,1.95,,,,,,,,,,,,,,,,,,,,,,
wmurbanproduction,0,,,,,,,,,,,,,,,,,,,,,,
producefrom,0,0,0,0,0,0,0,0,0,0,0,,,,,,,,,,,,
&&END

&&WMPRODDATA, 7, // Electric Power
wmbasecost,190,,,,,,,,,,,,,,,,,,,,,,
wmfullcost,190,,,,,,,,,,,,,,,,,,,,,,
wmnodeproduction,1252000,,,,,,,,,,,,,,,,,,,,,, // was 8760000, tried 1752000
wmprodperpersonmax,4,,,,,,,,,,,,,,,,,,,,,,
wmprodperpersonmin,0.01,,,,,,,,,,,,,,,,,,,,,,
wmmargin,1.4,,,,,,,,,,,,,,,,,,,,,,
wmurbanproduction,0.01,,,,,,,,,,,,,,,,,,,,,,
producefrom,0,0,0,1.785714286,0.46728972,0,0.026246719,0,0,0,0,,,,,,,,,,,,
&&END

&&WMPRODDATA, 8, // Consumer Goods
producefrom, 0.000, 0.100, 0.000, 5.000, 0.000, 0.500, 0.000, 10.000, 0.000, 0.250, 0.000
wmbasecost, 15500.000
wmfullcost, 22820.000
wmmargin, 1.250
wmnodeproduction, 775000.000// was 700k, tried 875k
wmprodperpersonmax, 0.30
wmprodperpersonmin, 0.020
wmurbanproduction, 0.000
&&END

&&WMPRODDATA, 9, // Industry Goods
producefrom, 0.000, 0.050, 0.000, 30.000, 1.000, 1.000, 0.000, 15.000, 0.000, 0.000, 0.000
wmbasecost, 11500.000
wmfullcost, 16980.000
wmmargin, 1.2500
wmnodeproduction, 200000.000 // was 400k
wmprodperpersonmax, 0.000
wmprodperpersonmin, 0.000
wmurbanproduction, 0.000
&&END

&&WMPRODDATA, 10, // Military Goods
producefrom, 0.000, 0.100, 0.000, 75.000, 0.000, 0.500, 0.000, 15.000, 0.000, 0.500, 0.000
wmbasecost, 20500.000
wmfullcost, 42565.000
wmmargin, 1.250
wmnodeproduction, 200000.000
wmprodperpersonmax, 0.000
wmprodperpersonmin, 0.000
wmurbanproduction, 0.000
&&END

I dont have SRGW so i just use wmdata from my mod, to find the one from GW, maybe it's called GW.WMDATA instead of SR2020-GOLD.WMDATA. You gotta be able to use your brain a little.

Now for 1 you see wmprodperpersonmax (rich people) and wmprodperpersonmin (poor people) so if you want to lower civ demand well heres where to do it.
For 2 you have producefrom, this means what resource you need to produce this type, you see agriculture is nr 0 and military goods is nr 10. Now you know this you can fix 3 too. Again gotta be able to see some logic. Agriculture under petrol is for bio oil facility.

What you changed wont have the wanted effect prolly, since producefrom are simply multipliers of total production. What you also need to do is increase wmnodeproduction. But you will notice this once you apply the changes. Its a bit of trial and error, but 50% decrease is alot, so i would increase it with like 40% if not 50%, depends on your total changes ofcourse. This is basicly the file how economy is linked, atleast domestic market, and thats my guess why it isnt published.

I guess you know how to cache, cause i really dont want to explain that stuff for the 200th time.
Gameplay 1st

redindus
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Re: Details and Modding help plz

#5 Post by redindus » May 14 2019

YoMama, thanks I got it. Back in 1914 it was complete different story for some countries. This is why the numbers were way off. So Consumer shouldn't take much from Industry Goods and Industry should get little from Military Goods.

So after testing this, the numbers feel about right and going to play it for couple of years and see how it fit in. I know it vary depending on what country you play.

If I couldn't figure this out or get any help, I would simply would have to boost the production outputs on those demands I mention above.

Thank again guys.

Now I gotta figure out how to move the oil fields from Southern part of Korea and place that in Southern part of Sakhalin Island, where Toyohara is. And there should be one in Hokkaido too, near Sapporo. Been trying to set it up realistic, mention this before, but they never did anything about it. Idk maybe they never played the real WWII in the Pacific where resources are suppose to be.

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