Product Profitability Fine-tuning in RealWorld MOD v12.0

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mdemircan2
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Re: Product Profitability Fine-tuning in RealWorld MOD v12.0

Post by mdemircan2 »

_white_ wrote: Mon Oct 23, 2023 7:58 pm Hello,

Can we make changes to product demand values mid game and expect the game to adjust, or these are loaded and set once at the beginning of a new game? I still find demand to be absurdly high and the game far too easy because of it so I divided the demand for most products by 4 on top of your adjustments, however I am not seeing any change to demand in my current save

Also regarding difficulty, perhaps it would be worth taking a balance pass on sales unit throughput as I think they are quite excessive and it takes a great deal of effort to find a product that you cannotmake lots of profit with. For example, I have a single fruit store in a city of 500k people selling mediocre unbranded fruits, including 130 tons of bananas, 300 tons of pomelo and similar numbers for other fruits each month with a single L7 Sales unit for each. This is just excessive even if we assume that what we see as a single store on the map is actually an abstraction for a dozen little stores dotted around a given area.
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anjali
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Re: Product Profitability Fine-tuning in RealWorld MOD v12.0

Post by anjali »

sorry to pull out an older post, but as my question belongs exactly to that i thought be good to use it ..

there was a methods.dbf mentioned but i cant find it in the main cap folders nor in the realworld 12 raw files.

as i tested around due to the extremely low crop output in city eco DLC which requires a zillion farms to fee demand ...
... so i made acopy of my mod to play around with ...opened the rw 11 raw files and altered my own files with the crop.dbf/livestock and the product types.dbf values even added plant products and livestock products like they been written in rw 12

out come ... Livestock and crop output is by small farm capacity 30 in RW12 300% higher compared to my test mod with small farm capacity 50
so if i even set the smallfarm capacity to 30 in my test mod then the output of RW12 is 5 times higher
this testmod is identical with my original mod speed though .. so you got to have somewhere a hiden file in the game main folders i guess its the mentioned method.dbf but somehow it doesnt catch on my mod

to adjust this 5 times lower production i changed below data in my test mod to meet RW 12 speed:

... Farm_Livestock.dbf - all raised by 300% speed except a few by only 180-270% as they where better off at lower output anyway
... Buildings.DBF - smallfarm capacity 50 instead of 30 which results in a much higher training time compared to RW (2 worker instead of 1 per field)
... Product_Types.DBF - the only way for me to access production speed and sales unit output capacity of fruits and vegges is to trash the price down to pennies in many cases (30% of Realworld Product_types.dbf prices). though the Realwold crop prices been anyway too high as they are a license to print money with q20 / brand 0 trash sales to public lol

havnt tried yet on medium farm but i suppose medium farm will have about same output then small farm due to the Building_DBF adjustment of raising the smallfarms output to about medium farm else i would get on may occassions to the limit as Product_types.DBF seems not to accept prices below 0.1 and i would need many prices go below that. still testing it out though if its working and if you actually can live with it but flowers i.e. you wont sell for more then 1.20 at q20/brand0 vs realworld easily 4-6 $ for this trash.

can i just add a methods.dbf to the mod and the game will accept the mod.res file? and if so which data am i required to add into such amethods.dbf file so that the game takes it and knows what to do with i?
just asking as it would make it a great tool to balance a mod quite well.
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