186 lines
11 KiB
Markdown
186 lines
11 KiB
Markdown
---
|
||
author: Arjunveer Singh
|
||
title: Second Automated Economy Simulation in Victoria II
|
||
tags: ["Cybernetics", "Economics", "Victoria 2", "Automation", "Simulation"]
|
||
---
|
||
# Second Automated Economy Simulation in Victoria II
|
||
|
||
This is my second simulation of automated economy in Victoria II though this is also manual i.e. I follow my own code-like algorithm. This was explained in my previous post too. This time the simulation was far more complex than the first one and was much longer too. Also as follow my algorithm manually, the work is slow, if the same thing had been done automatically, it would be achieved far earlier, it is very tough to actually check all different statistics etc. at the same time.
|
||
|
||
This time I chose the Ottoman Empire starting in 1836 because I believe that nation was strong enough than some other countries while at the same time I could do a lot of improvements as the nations economy was worse than the other Great Powers and European counterparts. My algorithm actually developed through this simulation too and this time my goals were different.
|
||
|
||
Instead of focusing on Steel, Cement and Machine Parts only, I focused on all sectors of the economy for overall improvement. This simulation was around 40 years long, much longer than the first one, where the simulation was just for 7 years!
|
||
|
||
But in this simulation too, the sector I put the least focus on was military and everything related to it, after all I had to improve the lives of the existing citizens of the Empire first :)
|
||
|
||
But as this was not Russian Empire, so it was safe from wars, in the span of 40 years, I had to fight many wars, mainly with great powers and also had too fight a short world war! I won in all, but victory has a cost too, in the end I had to mobilize the Ottoman Empire.
|
||
|
||
But I had very interesting results in the end, and obviously this simulation was a success.
|
||
|
||
This post is a bit long but bear with, you will truly enjoy it and see the results by yourself which will define the success of automated economy (at least right now in the game).
|
||
|
||
Let me show you one by one with the help of screenshots:-
|
||
|
||
## Budget
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*Ma4Aje0FVGZFAy_CNBkjRw.png">
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*x4jOOqFS3S6WcPWbMPb32g.png">
|
||
|
||
This is budget screen, as you can at the start of my run in the first image, there was 50 percent tax on all types of citizens and education, military and administration spending was at 50 percent. You can also see that the treasury is really low and there are losses, so it cannot sustain itself with the current budget. Also if you see at the top, the literacy rate is 7.8%
|
||
|
||
In the second image, after nearly 40 years, the situation has changed completely. The treasury is first of all overflowing with money, the tax is now progressive with the poor section only being taxed 25%. The education, administration and military spending is also at 100% and if you see on the top, the literacy rate is now 30.7%!
|
||
|
||
## Production
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*p9AYCMEemPnn0SaxfSuFXw.png">
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*5dX-oM9S5rnq1iyq92RSQw.png">
|
||
|
||
This is the production screen. Before telling you the results and the changes, let me tell you again, in the first image, the country is not mobilized whereas in the second image it is, also as I said earlier, in the span of 40 years, I have fought a lot of wars, and won all of them. Also in this run, I had load my save game, it means even if something unfavourable (like a world war) happened, I did not reload the game and just continued as is, because in the real life there are no saves :) So at least my model should be able to survive the uncertainties in the game to be actually tested in real life. Also in the first image, all of the things are made by artisans whereas in the second image, artisans produce way less than the first pictures and now factories produce a lot. This is because of first of all, low demand of some items, second is well, the artisans are at the battlefront!
|
||
|
||
Well first of all, with the help of my algorithm, I achieved the production of almost all goods higher than their usage, so well if I am able to satisfy all demands, numbers shouldn't matter much.
|
||
|
||
But still numbers are numbers so let me tell you some statistics:-
|
||
|
||
First of all I started producing all military goods and steel which was not done before. Also even in research, I focused on industry and resource extraction part thus leading to a huge increase in raw materials.
|
||
|
||
These are the percentages of production of some important things-
|
||
- Ammunition, Small Arms, Artillery, Steel, Machine Parts, Explosives: New factories
|
||
- Cotton: +1163.89%
|
||
- Iron: +1093.44%
|
||
- Coal: +951.35%
|
||
- Sulphur: +686.11%
|
||
- Furniture: +329.90%
|
||
- Glass: +234.93%
|
||
- Wool: +220.36%
|
||
- Grain: +212.69%
|
||
- Lumber: +187.50%
|
||
- Timber: +139.53%
|
||
- Liquor: +113.49%
|
||
- Fabric: -77.76%
|
||
- Regular Clothes: -65.98%
|
||
- Cement: +55.56%
|
||
- Fertilizer: -51.52%
|
||
- Luxury Furniture: -50.00%
|
||
- Wine: -47.65%
|
||
- Paper: +44.91%
|
||
- Luxury Clothes: -33.33%
|
||
- Canned Food: -30.30%
|
||
|
||
The percentages as you can see have increased most of the times. In some items, as I mentioned earlier, the production is reduced due to less number of artisans producing because they are at the frontline and some other reasons but my overall production has increased. The depedency is majorly now shifting towards factories instead of artisans. But even the items that have reduced productions, they are still higher than the usage and demand thus making it perfectly well.
|
||
|
||
## Factories
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="700" height="394" loading="lazy" role="presentation" src="https://miro.medium.com/v2/resize:fit:913/1*FlX-XYZtee9pR4tyWGNaPA.png">
|
||
|
||
As visible above, Ottoman Empire now has the highest number of factories in the world, even higher than the British Empire which is a great achievement for a nation which at the start of the simulation had 0 factories. Also well I built railroads in every single province thus I literally maxxed out the infratructure as it could be under the limitations of technology.
|
||
|
||
## Military
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*byc4faFmFlhStS3lfmDxKg.png">
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*YGzugzlOZTMAuvcv8kaFgw.png">
|
||
|
||
Although I focused the least on military, but when my treasury had enough money, I started building my military build up. Army was increased by 39.13% and Navy was increased by 275.68%! Thus I strengthened the Ottoman nation and finally recovered the ‘Sick Man of Europe’!
|
||
|
||
## Conquest
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*L2qLZvgucRH44PpoWk0DGg.png">
|
||
|
||
<meta http-equiv="content-type" content="text/html; charset=utf-8"><img alt="" class="bh th ala c" width="500" height="768" loading="eager" role="presentation" src="https://miro.medium.com/v2/resize:fit:1782/1*c9olGwAy6kPV_UKu0xZZJQ.png">
|
||
|
||
With the increased military, I increased the boundaries of the empire too! I annexed all of my cores from Greece and Egypt and then fought many other different wars to reach that extent. But even in doing so, I did not focus on colonization because my whole research sector in the game was focused on industry and resource extraction. So even while focusing the least on military and conquest, I did pretty well. Well if I had waged wars in the first year of the simulation itself, I would automatically have gained a lot of prestige and also had gained many benefits, but what use are those riches and that prestige when your own citizens are starving. I started wars very late in the game and that too just to protect myself.
|
||
|
||
## Algorithm:
|
||
|
||
This is my code-like algorithm which I followed, and yeah it is much longer than the previous one.
|
||
```
|
||
if item_produced< item_used then
|
||
|
||
if treasure > factory_cost+5k then
|
||
|
||
Build item_factory
|
||
|
||
Until item_produced > item_used
|
||
|
||
If any construction_item< factory_construction_requirements then
|
||
|
||
buy 2000 from the world market and build factory of the same material
|
||
|
||
When construction_items<= factory_construction_requirements then
|
||
|
||
automate trade
|
||
|
||
# This will follow with all other items and Heavy Industry will be prioritised then normal good then military goods
|
||
|
||
Build factories in the province with the most unemployed craftsmen
|
||
|
||
If item_production=item_used then
|
||
|
||
Build 1 factory of the same type
|
||
|
||
If treasury_profit>100 for more than 10 days then
|
||
|
||
Invest 5 percent in Administration and Education
|
||
|
||
Wait for 15 days
|
||
|
||
If treasury_profit<0 for more than 15 days then
|
||
|
||
remove 5 investment from Education and Administration
|
||
|
||
wait for 10 days
|
||
|
||
If estimated_output_of_item > 150% item_consumption then
|
||
|
||
Stop building more item_factory
|
||
|
||
Factory Construction Priority:
|
||
|
||
Steel, Cement, Machine Parts > Other Consumer Goods > Synthetic Raw Material > Military Goods
|
||
|
||
Also build those factories first with a higher gap between production and usage
|
||
|
||
If education =100% and administration= 100% then
|
||
|
||
Start military investment and progress according to the previously used algorithm but now just including this investment
|
||
|
||
If treasury>50k and profit>0 then
|
||
|
||
Build railroads
|
||
|
||
Until all possible railroads in all provinces have been build while keeping budget constraints in mind
|
||
|
||
Minimum treasury should be 20k
|
||
|
||
If treasury > 100k and treasury_profit>50 and investments=100% and no railroads can be made then
|
||
|
||
Decrease tax by 5% for payment until it reaches minimum level supported by the formula (The tax reductions will be done gradually)
|
||
|
||
high_tax= middle_tax + 20%
|
||
|
||
middle_tax= low_tax + 10%
|
||
|
||
wait for 10 days
|
||
|
||
(these high, middle and low are sections of the society according to their wealth and prosperity as categorized in Victoria II)
|
||
|
||
If any factory_use_material is low then
|
||
|
||
Buy 2000 from market
|
||
|
||
If treasury_profit<0 then
|
||
|
||
automate the least important trade
|
||
|
||
If (factory_production = 0) = 2 for a specific item then
|
||
|
||
Stop building item_factory
|
||
```
|
||
That was all, if you are still reading this, kudos! Feel free to give your feedback and suggestions in the comments and you can ask questions too!
|
||
|
||
This simulation took a lot of time so if you show your support it will motivate me.
|
||
|
||
Stay tuned :)
|