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포럼에 올라온 모드이름입니다. 정말 오리지널에서 구현하지 못한, 그리고 불만으로 제기되었던 부분을 상당부분 수정하였고 특히 경제영역에서 만큼은 현재 상황에선 가장 완성도 높은 모드인 것 같은데.. 제가 구하고 싶어도 구하지 못하는(이유 묻지 말아주세요;) 이유로 이렇게 글을 올립니다. 다음은 원문 내용이예요.
OVERVIEW & DESIGN PHILOSOPHY
The Victoria 2 Realism & Rebalance Project (VRRP short) is an effort by the undersigned to rework Victoria 2 from the bottom up along realistic and consistent princplies. The starting point has been establishing goods demands by POPs, buildings and units along realistic and consistent lines; and RGO and factory outputs and prices according to initial assumptions about inherent profitability under equilibrium conditions. The starting setup is thorougly reworked to accommodate these changes, with changes in POP and RGO types to provide a stable, functional and plausible initial economy.
INDUSTRIALIZATION
To help initial setup of industries, aristocrats have also been given the ability to build, them being natural initiators due to having a relative large amount of capital concentrated in their hands in a pre-industrial society. This guarantees a steady flow of money towards initial industrialization, as the aristocrats keep getting income from their RGOs while building factories - solving the chicken-egg problem of capitalists and starting factories in the vanilla game. Once a province has factories, the aristocrats will slowly begin converting to capitalists to take charge of the factories they helped set up. Also, due to the relative dispersion of aristocrats, this will lead to railroads gradually appearing throughout the country into capitalist-less places even without government intervention.
POP NEEDS
All POPs require the same amount of food, but the types differ. Poor POPs eat mostly grain, whereas the richer a POP is, the higher a proportion of its food needs are covered by more expensive types such as fish and cattle. A distinction is made between urban (craftsmen and clerks) and rural POPs (farmers and labourers), causing different needs: Urban POPs build houses of cement and heat then with coal, while rural POPs build houses of lumber and heat them with timber. Urban POPs have part of their food needs covered by canned food to represent the greater need for food processing for urban populations. Everyday and especially luxury good demands have been massively increased to provide ever-growing demand along with industrial development to produce further growth, and prevent stagnation from too much money accumulating in the bank. Several everyday goods have been duplicated among luxury needs to allow dynamic increase in demand for "more of the same" with increased income, along with "actual" luxury goods.
Fulfilling everyday & luxury needs has deliberately been made hard for an early-game, pre-industrial economy. 25% rather than 50% everyday needs is considered the "balance point" when a POP is satisfied, and an early-game poor POP will typically get 10%-30% everyday goods if working at a reasonably profitable place. All effects caused by everyday & luxury good fulfilment have consequently been reworked.
BUILDING & UNIT NEEDS
Unit needs have been expanded with several goods to create more varied demand. Canned food is no longer a military upkeep good, but a life need for soldiers and officers (no more eating twice as much while at war!), and a lot cheaper and more massproduceable to make it affordable. Instead, army units consume regular clothing (uniforms) and ammunition, which no longer is an input of small arms and artillery but a final good in its own right, consumed by both land units and warships. Artillery in particular consumes massive amounts of ammo to compensate for its supreme power. All steamships consume coal in proportion to their hullsize and speed, and dreadnoughts consume fuel too. Building large navies will be prohibitively expensive, and the dreadnought, the king of the sea, costs a king's ransom to keep afloat.
Explosives are taken out of the military production chain entirely, being used mainly for construction. Also, Aristocrats have explosives and fertilizer as life needs, representing inputs into their RGOs. Consequently, their RGO output bonus has been much increased. Explosives are also consumed by combat engineers.
The supreme importance of coal as the fuel all steam engines ran on is represented by making it a factory maintenance good along with cement and machine parts, as well as a major input in railroad building (which also costs machine parts, representing locomotives).
OTHER ASPECTS AND THE FUTURE
This mod has a final goal of making not only the economy but also other game areas such as military and politics deeper and more realistic. The economy is merely a starting point since it was dysfunctional in the vanilla game and easily the most important part of the game. At current, politics uses other peoples' fixes as a placeholder (who will obviously be credited if their solutions are made permanent). Furthermore, if you already have a mini-mod for some specific aspect of the game and think VRRP would be better with it, you are very welcome to present your work.
Though the current version is stable, functional and enjoyable, it is still far from complete. Other people who agree with the design philosophy are very welcome to join, this project is far too large for me to alone take it to completion. I will exercise editorial control to compile the mod, but I'm happy to delegate specific parts of the project to others. Others who don't want to work but simply enjoy and play are of course very welcome to do that, though playtesters' comments are very much appreciated.
USEFUL THINGS TO KNOW FOR PLAYERS
-Projects built only by aristocrats aren't shown in the projects window, but do exist, and can be checked on by hovering the cursor over an aristocrat POP's cash reserves in the population overview window.
-The spending sliders have been reworked to have 50% as the balance point (NOTE TO OLD PLAYERS: This was changed back in 1.04). At this percentage or less, nobody is recruited into the POP type (though it still experiences natural population growth). To make people enter the POP type, you need to set spending to at least 51%.
링크 주소입니다.
http://forum.paradoxplaza.com/forum/showthread.php?t=495255
포럼에 가입하셨는데 남달리 이타주의적인 성격의 소유자이거나 Mercy를 인생의 모토로 삼은 용자분 계시다면 관련 파일 좀 다운받아서 올려주시면 매우 감사드릴게요;
뭐 저도 다운받으면 좋긴 하지만서도 아직은 베타수준에 머물러있는 Vic2 언제 패치 나올지도 모르는 암담한 상황에서 적절한 모드가 떴길래 묻히기엔 아까운 것 같아서 이렇게 질답게시판을 통해 다른분을 통해 알게 된 이 모드를 요청하게 되었습니다.
첫댓글 안지는 좀 되었지만 시간이 없어서 그러려니 하고 넘어갔던 모드를 여기서 보게 되니 반갑네요.
오 이것은..
저도 부탁드려요~~
포럼은 정품유저들만의 공간이지요 ㄲㄲㄲ
흠... 정품을 사도 영어를 모르니.... 그런데다가, 이 모드가 한글화와 호환이 되는가도 중요한것 같습니다.
구글로 찾던 중에 중궈싸이트에서 찾아냈습니다 헥헥 파란클럽 모드 자료실에 올려두었습니다 필요한 분 받으세요
참고로 프로이센으로 잠시 해봤는데 군수공장이 잘 돌아가는 편이고 재정은 빡빡해졌습니다 교육 행정 예산 풀로 줬다가는 적자 감당 못하겠더라고요 30%겨우 줌;;
루덴스님 복받으실거예요..^^ 정말 감사드립니다.
글이 좀 아래로 내려가서 잊고 있었는데 이 모드 좋아 보이네요 특히 경제시스템이 방임주의로 해도 문제없이 돌아가는 게 아주 맘에 드네요.
이거 설치 경로 어떻게 해야 하나요?
그냥 기존에 빅2 설치된 폴더에 압축풀고 덮어쓰기하면 돼요