Victoria 3

Victoria 3

(Update for 1.8) Economic and Financial Mod (E&F) - V4
Viser 11-20 af 26 forekomster
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Opdatering: 11. juli 2024 kl. 11:43

3.6.3: some fixe:

- removal on the defines file the file 00_ef_test_defines.txt, which creates a very large number of save for my test
- adding leading_currency_type modifier and x_reference to the country which has a central bank at the start of the game so that the money_value of forex is defined from the start of the game so that the player or the AI ​​can exchange currencies as soon as the start of the game
- this also allows you to have a valid interface for the money supply in the economy tab of the budget panel
- addition of :
trigger = {
not = {
has_variable = coal_release_quantity
}
}
at events:
101_ef_on_create_market_variables_economy_event
101_ef_on_create_market_variables_financial_event
101_ef_on_create_market_variables_stockpile_event
102_ef_on_create_market_variables_state_event

this avoids the reset of all values ​​the first month of play with the mod Gilded Age: Historical Flavor

Opdatering: 10. juli 2024 kl. 12:34

3.6.2: if you want to see the change log go to discord (it's too big for here)

Opdatering: 10. juli 2024 kl. 12:22

Opdatering: 10. juli 2024 kl. 10:28

Opdatering: 1. juli 2024 kl. 5:06

Opdatering: 26. juni 2024 kl. 16:32

Major update 3.6 change log on Sunday 30/06/24

Opdatering: 17. mar. 2024 kl. 12:38

3.5.4.1:
- Modification of money value tooltips which cause a bug before
- Return of the normal currency modifier but which does not add a modifier
- Addition of the GDP variation over 1 year, 5 years, 10 years in the gap tooltips
- Disabling the looting button because it is not functional
- Fixed a currency allocation bug for Germany and the North German Federation (The transition from thaler to mark can take up to 5 years because every 5 years the game checks if the country has the correct currency )
- Fixed rental customization

I'm going to take a break from modding until the DLC. Don't hesitate to come to the discord if you have a bug that completely breaks the mod.

Opdatering: 17. mar. 2024 kl. 8:11

Opdatering: 11. mar. 2024 kl. 17:10

3.5.4 - major update:

It's a 4.0 in advance, a lot of choices will change with this update to bring it closer to the basic idea that I had of the mod and to bring it closer to reality, it's also the update update for version 1.6 of the game.

Technology, appearance of monetary system buildings:
⁃ Standard currency: this technology will ensure that when a device named Uni begins to be produced in small quantities by your shopping centers in order to provide your population with pop_need currency, it will not be used by your buildings.
⁃ Central bank: modification of the central bank appearance system. Now the appearance of the central bank is dependent on Central Bank technology (as before). However now the central bank appears as soon as the technology is sought in addition to that the law of your national apparatus will be applied. The central bank presents a unique project. This currency will be used by some of your building and by the trade centers. The design produced by “Uni” shopping centers will no longer be produced once the central bank technology is unlocked. You may notice that the interface which presents the value of the currency in the topbar evolves over time to represent the value of your currency in relation to the collateral (or, reference currency, etc.). When you unlock the central bank technology you are not yet “in gold standard” which means that your currency has no international value (even if the latter is indexed to the state treasurer), this means that you cannot share your device for gold (logical). In addition, there is no balancing of your device by foreign countries.
⁃ Gold standard: The most interesting technology works is similar to what is currently in the mod. Introduction of a new mechanization of the “gold parity” which will replace the monetary value target. “Gold parity” is the cornerstone of this system, your currency must and will balance on this parity. LIKEWISE, foreign countries will balance your currency as much as possible on this gold parity level. If your quote is overvalued compared to its parity or, the countries which have your quote will sell it to you at the maximum, if your quote is undervalued it will be bought until waiting for parity in or. It is the same for AI countries which will balance the value of their currency on this gold parity. The gold standard allows you to exchange foreign currencies for gold, buy or sell them. THERE IS NO LONGER EXCHANGE OF CURRENCY FOR CURRENCY AT THIS LEVEL OF TECHNOLOGY. IN THE SAME WAY THE RMSA AND MMSA WILL ONLY DO IN GOLD AT THIS LEVEL OF TECNOLOGY SAME FOR FOREIGN INVESTMENTS,…. The central bank's foreign currency reserve is deactivated. THIS MEANS YOU ARE NOT ACCUMULATING FOREIGN CURRENCY AT THIS LEVEL OF TECHNOLOGY. Multiple interfaces of the budget economy panel are disabled (the displays of this panel evolve over time with technology)
Before talking about the rest of the technologies, I will tell you about what replaces the central bank reserve. The central bank reserve is made up of foreign quotes including your national quote. The problem with the current version of the mod is that if the player the device can completely empty the supply of a foreign country. Country of its national currency, this is not realistic. This is why now what I call the money supply is decided in two between the circulating currency and the foreign exchange reserve. The circulating currency represents 75% of the monetary supply, it is a monetary mass which cannot be affected by monetary policy, it takes the currency in circulation in your country, it is not affected by monetary policy, in indeed it represents what is requested by your pop or by your buildings, it will also take up to a lesser extent the savings of your currency (an immense potential can be envisaged with this monetary mass). The foreign exchange reserve represents the monetary mass controllable by monetary policy, it also represents the exchangeable monetary mass whatever the country. For example the USA on a gold parity at 1$ = 15 gold to maintain this parity their foreign exchange reserve is systematically empty because their currency is heavily purchased by the AI countries to maintain the gold rate. This also means for the player country that you would not be able to buy many dollars in the USA through forex because their foreign exchange reserve is systematically empty.
concerning monetary policy: the monetary policy system is divided into two between short-term and long-term monetary policy.
=> The short-term policy uses the current system but limited to 25%. You can increase or increase your monetary production by 25%, this allows you to increase or decrease the amount allocated to the state and also allows you to manage inflation.
=> long-term monetary policy allows a monetary devaluation of up to 25-200% or a revaluation of 25-95%. The devaluation will allow you to choose a devaluation rate for example of 30% which means an increase in the money supply of 30% therefore an inflation of 30% but this is the case if you wish to carry out this monetary policy in 1 year. In fact, if you decide to spread production by 30% over 50, you divide inflation and money production by 1/5. The maximum being 10 years. Once you reach the end of the period a new gold parity or parity with the reserve currency is applied. Long-term monetary policy requires a technology that bears the same name.
In parallel with these new monetary policies I introduced a new principle "exchange control" exchange control is a modifier which apply to your country after the establishment of a long-term monetary policy (variable from 2 to 5 years), a modification of the gold parity (5 years) or the modification of the fixed exchange rate with the reference currency (5 years). This exchange control disables forex during the period. Likewise, foreign countries do not stabilize your currency over the period (don't buy it anymore, don't sell it anymore).
Let's take a look at our monetary system technology:
-Gold Exchabge standard (GES): the gold exchange standard is a paradigm shift from the moment you unlock the technology the amount of reference currency you own is considered as its gold equivalent in your national capacity. From this moment on, the value of your national currency is no longer considered as its equivalent in gold but as a fraction of the parity of the reference currency (the money_value present in the top bar changes to represent your parity in relation to the reference currency) you can choose this parity with the same principle as the gold parity knowing that the parity with respect to the reference currency will determine a new type of “gold equivalent”. In addition as the reference currency can move up or down your currency fluctuates depending on the reference currency, if the reference currency loses value compared to gold then the quantity of reference currency you own less value in equivalent or vice versa if it increases…. Regarding the balancing of your currency this is done on parity with the reference currency, foreign countries will buy your currency to respect the parity or will sell it. This part is still under construction and may be modified in the future: With the GES you unlock the forex currency exchange against currency exchange, the RMSA and the MMSA in currency, the investment abroad in reference currency ( knowing that you are investing in a foreign country in a reference currency and receiving dividends in gold and recovering the quantity of reference currency that you originally invested).

Opdatering: 11. mar. 2024 kl. 17:08

You also unlock the foreign exchange reserve where you can see the foreign currency that you accumulate through the trade routes plus the gold from the trade exchanges is replaced by the reference currency so that the international exchanges via the trade routes are carried out 50% in reference currency and 50% in national currency (you will understand by this principle that the country having the reference currency pays these deficits by printing its currency). In connection with commercial exchanges you unlock the accumulation of foreign currency which is represented by the production of currency by the trade centers. For the GES, numerous GUI adaptations need to be made.
A complete rework of the panel where the information on the foreign currency reserve is located has been carried out, now the currencies are classified by no for example the francs (French, franc, Belgian franc, Swiss Fran, Luxembourgish fran) are placed in the same cell to be able to see that it is the quantity of each of them that you have this located in the tooltips by passing over the box.

Other mechanical modification:
⁃ depending on the technology purchase of goods in gold or currency by the RMSA and the MMSA.
⁃ Purchase in gold or foreign currencies
⁃ Now the forex purchase of foreign currency in national currency or the purchase of goods by the RMSA and the MMSA is done by placing an order which is validated at the end of the month if the conditions are respected.
⁃ The purchase of goods is limited to 1 maximum contract of 1M goods/year.
⁃ The purchase of foreign currency is limited to 25M foreign currency/year
The exchange will be instantaneous and does not require placing an order.
Modification of the attribution of monetary value. the normal currency disappears, the weak currency still represents a currency whose gold equivalent is less than 1. Strong currencies are no longer synonymous with currencies with a gold equivalent greater than 10 in fact strong currencies are now dependent on the power of the country this is why all major powers have a strong currency regardless of the value of their currency. Likewise, certain currencies such as the Dutch guilder and the Swiss franc are considered strong currencies. SO YOU HAVE TO BE A MAJOR POWER TO HAVE A STRONG CURRENCY.
The hard currency modifiers have been modified in fact now there is no longer any contribution increase to the investment pool. If your currency is not strong or weak, no changes apply
Modification of the functioning of subject countries, now a subject country keeps the production of its own currency if it has a central bank however, its capacity for monetary production and maintenance is limited depending on the type of subject it is if the country is a custom union (20% reduction), if it is a protectorate (30%), dominion (50%), personal union (50%), puppet (75%), ditto for vassal…
Subject countries retain the ability to have a minimal monetary policy "small economic policy" to increase or decrease currency production by 25% and manage inflation, large monetary policy is not possible if the country is subject . In the same way a parity rate with the sovereign's currency is applied and can vary depending on what the sovereign decides.
Content update:
Added 71 new currencies for a total of 96 different currencies. A large part of my work these last week was the development of a gigantic algorithm in order to modify the entire code of the game to add with a single click all the devices I want if you had any challenge to add Know that this is extremely simple now to add.
Liste:
algerian_dinar
argentine_peso
ariary
australian_dollar
bahraini_dinar
baht
bavarian_gulden
belgian_franc
brazilian_real
canadian_dollar
caribbean_dollar
central_african_eco
chilean_peso
colombian_peso
confederate_states_dollar
costa_rican_colon
cuban_peso
czech_koruna
danish_krone
dinar
ducato
drachma
ecuadorian_peso
egyptian_pound
estonian_kroon
ethiopian_birr
finnish_markka
florin
french_franc
ghanaian_cedi
gulden
guatemalan_quetzal
hannoveraner_thaler
honduran_lempira
hungarian_forint
icelandic_krona
indian_rupee
indies_guilder
indonesian_rupiah
iraqi_dinar
irish_pound
jordanian_dinar
korean_won
latvian_lats
leu
lev
liberian_dollar
libyan_dinar
lira
lithuanian_litas
luxembourgish_franc
mark
mexican_peso
moroccan_dirham
new_zealand_dollar
nicaraguan_cordoba
nigerian_naira
norwegian_krone
omanian_rial
ottoman_lira
pakistan_rupee
peseta
peso
peso_bolivien
philippine_peso
pound_sterling
prussian_thaler
qatari_riyal
qiran
real
ruble
saudi_riyal
saxon_thaler
scudo_pontificio
scudo_sardo
serbian_dinar
south_german_gulden
singapore_dollar
slovak_koruna
sol_de_oro
south_african_rand
swedish_krona
swiss_franc
tical
toscane_lira
tunisian_dinar
tuareg_ouguiya
uni
united_states_dollar
venezuelan_peso
west_african_eco
yen
yuan
yugoslav_dinar
zloti
Added currency symbol for all currencies
Now all countries more or less have a single currency, this currency is allocated to a country by the Souveireing Currency law, this law is automatically activated when the Central Bank technology is unlocked. Countries that do not have a single currency have a regional currency, for example in Africa we find 2 regional currencies: west_african_eco, central_african_eco. We can also find generic currencies: a generic dinar, a generic pesos, a generic rupee. These currencies will be assigned to a country located in the region and not having a specific currency.
GUI modification of the allocation of country ratings to make this rating more transparent
Added a decision to reappear the central bank in the event of a change of capital

The next big update will be investing in a rework of investing in countries abroad, the. Ability to make loans from your central bank and general preparation for the integration of the future dlc with part of the mod for people who do not have the dlc and part of the mod for those who have it.

Many translation updates will arrive.