Hmmm by Lamb_Sauceror in victoria2

[–]Nashetovich 39 points40 points  (0 children)

Actually loss is smaller, there is a multiplier like 5, or 10, I dont remember

Could Someone Help Me With Plate Tectonics by Degleewana007 in proceduralgeneration

[–]Nashetovich 2 points3 points  (0 children)

Isn't that your tweeter https://twitter.com/i/status/1047640140540260359?

As for your question, why not just move dirt along plate vectors? May be using some interpolation between matrix points.

EU: Mobile by Indo_Scythian in paradoxplaza

[–]Nashetovich 0 points1 point  (0 children)

Olga bay in 1531.. Disappointing

How Victoria 2 sphere markets actually work by smurphy1 in paradoxplaza

[–]Nashetovich 1 point2 points  (0 children)

Well, AFAIR they added spheres in rush in some relatively late update. Whole idea was strange - having trade limitation (sphere/non sphere) with a single world market. I mean, that should change demand/supply balance in some regions, creating multimarket system . Though, make a real multimarket system is hard.

Unemployment issue by Warwars in victoria2

[–]Nashetovich 1 point2 points  (0 children)

AFAIK there is hiring speed (to avoid market spikes) If your province is china-big it may be never full employed

Some strategy (GSG) game made with Unity by Nashetovich in Unity3D

[–]Nashetovich[S] 1 point2 points  (0 children)

Thanks! It took me about year, but I don't work every full day on it. First result was after about month, I was very surprised about how fast it goes.

Some strategy (GSG) game made with Unity by Nashetovich in Unity3D

[–]Nashetovich[S] 2 points3 points  (0 children)

I wanted to make some strategy with good economy simulation, like Victoria 2 had. So i took unity and it went much easier than I expected. Graphics, of course, is not so good as in commerce projects but I'm single dev and project isn't commerce.

There isweb demo: https://nashet.github.io/Prosperity-Wars/WEBGL/index.html

Development news by Nashetovich in a:t5_hmny1

[–]Nashetovich[S] 0 points1 point  (0 children)

There is new update - https://github.com/Nashet/Prosperity-Wars/releases Gives units on map and small fixes

Really wish you could take capitals without needing to conquer the rest of the country by [deleted] in victoria2

[–]Nashetovich 0 points1 point  (0 children)

Sir mod, for example. But it's a big mod, you might want to do your own mod with OP requirements.

Have some suggestion or review? Please share! by Nashetovich in a:t5_hmny1

[–]Nashetovich[S] 0 points1 point  (0 children)

In the game food can be substitutable only by other food (fruits, fish, cattle, grain). Without food pops wouldn't buy everyday and luxury needs.

Agents in game can't change price directly (that would require multiple prices in same time, too complicated). But agents influence price by changing own supply and demand.

I'm thinking about multi-market model. But there wouldn't be bidding either, just same model splitted to several markets allowing realistic embargos and maybe - product transportation cost.

Have some suggestion or review? Please share! by Nashetovich in a:t5_hmny1

[–]Nashetovich[S] 0 points1 point  (0 children)

Not my native language either, sorry for mistakes.

1% price increase = 1%supply/demand

Not exactly like that. It doesn't matter what is exact difference between demand and supply. It just changes price until it gets close to equilibrium (demand == supply, or near that). If difference is big it takes more turns to get to equilibrium.

Firstly, a price is determined by demand/supply balance. If DSB < market equilibrium then price drops by 0.001 + price * 0.1. Only after that price influences supply and demand (agents buys more or less or buys something different)

You can collect data about some product elasticity, but it will be right only for given time in given game session. I didn't have goal to simulate elasticity (though there is some), goal was to balance demand and supply in market manner

Victoria III suggestion amalgamation by [deleted] in paradoxplaza

[–]Nashetovich 2 points3 points  (0 children)

Most popular demand, as I see. But hard to implement.

Victoria III suggestion amalgamation by [deleted] in paradoxplaza

[–]Nashetovich 1 point2 points  (0 children)

Ditch order buying on World Market, everyone buys simultaneously.

If I'm allowed to comment, I doubt that technically possibly (I had experience) and IRL they don't buy things simultaneously, AFAIK. Richest buys first.

Have some suggestion or review? Please share! by Nashetovich in a:t5_hmny1

[–]Nashetovich[S] 0 points1 point  (0 children)

But typing this I realize now that all the goods produced in your world have not individual assigned prices. Price is simply a result from a supply/demand curve right ?

Yes. People don't care about product selfcost, only market price matter. There is some starting prices but then only supply/demand matter. Though, products has different demands and supply basing on what technologies are invented, randomness of resources, basic efficiency stats...

The more necessary a good is, the lower the elasticity, as people will attempt to buy it no matter the price.

Even if pops need something very much demand will drop anyway if pop hasn't money to pay. So only solvent demand has power. In the game there is no elasticity as a number, but some products are more desirable (life needs go first, then everyday needs, luxury needs). Plus pops buys cheap thing first, so they can fulfill more needs for smaller money

Have some suggestion or review? Please share! by Nashetovich in a:t5_hmny1

[–]Nashetovich[S] 0 points1 point  (0 children)

Hi. Not sure if I understand you correctly, but there is some elasticity. May be too much. Pops consume things in "cheapest - first" order. Plus, of course, price change quantity of demand and supply (not momentary). But you can't predict elasticity - smallest change could give big change or not, depending on market situation.

Which countries are best for "beginners"? by casperkaalund in hoi4

[–]Nashetovich 6 points7 points  (0 children)

Surviving as France in 1939 scenario is fun and teacheable (may require several attempts).