Questions & Anomalies Found at Modding Attempts

  1. What is ‘_winning._’ in the ‘Water Shortage’ situation?
#,Watershortage,ECONOMY,,sit_icons_watershortage,0,0.6,0.5,50,0+(1.0*x),0,0+(1.0*x),"_default_,0.5","_winning_,0.2*(x^2)","Environment,0.0-(0.4*x)","Farmers_perc,0.0+(0.2*x)","AverageTemperature,0.0+(0.45*x)","ClimateChangeAdaptionFund,0-(0.2*x)","Veganism,0-(0.11*x)",#,"FoodPrice,0.1+(x^2),6","Farmers,-0.15-(0.26*x)",,,,,,,,,,

There’s a thing called “winning”. What does that mean?


  1. Is there any rule or recommendation for deciding where to write a link? (Source or Effect?)

It seems I can write a link either as an effect of something or as a source of something else. I tried to find any rule or regularity from existing ones but I can’t find any. Sometimes links to a situation is found at a destination, in other cases at a source, even at both sides at rare cases (I’ll bring specific case at the bottom of this post).


  1. Anomalies

3.1. Illegal Immigration - Immigration Rules [simulation.csv]

#,Immigration,FOREIGNPOLICY,0,0,1,UNKNOWN,icons_immigration,#,"ImmigrationDemand,1.0*(ImmigrationRules*x)",#,"RacialTension,1.4*(x^3),8","Unemployment,0.24*(x^3),2","EthnicMinorities_freq,-0.35+(0.7*x),8","Wages,-0-(0.22*x)","Population,0+(0.10*x)",,,,,,,,,,,,
#,IllegalImmigration,FOREIGNPOLICY,0,0,1,HIGHBAD,icons_illegalimmigration,#,"ImmigrationDemand,1.0-(ImmigrationRules*x)",#,"Immigration,0+(0.2*x)",,,,,,,,,,,,,,,,

Currently: “ImmigrationDemand,1.0-(ImmigrationRules*x)”
Suggested: “ImmigrationDemand,0+(1-ImmigrationRules)*x”

As I’ve mentioned like a month ago (link), I think the sum of ‘Immigration’ and ‘Illegal Immigration’ should be ‘Immigration Demand’ instead of just 1(100%) so that Illegal Immigration doesn’t soar when the demand is reduced.

3.2. Hyperinflation - International Trade & Inner City Riots - CCTV [situations.csv]

#,Hyperinflation,ECONOMY,,icons_hyperinflation,0,0.7,0.2,0,0+(1.0*x),0,0+(1.0*x),"Stability,-0.06+(0.12*x)",#,"GDP,-0.22-(0.25*x)","BusinessConfidence,-0.65-(0.33*x)","InternationalTrade,-02-(0.44*x)","InternetCurrencyAdoption,0.25+(0.27*x)","Capitalist,-0.65-(0.22*x)","CorporateExodus,0.33+(0.37*x)","FoodPrice,0.25+(0.65*x)","_All_,-0.15*(x^1.2)","Stability,-0.12*(x^4)","SelfEmployed,-0.33*(x^1.25),1","Wealthy,-0.65*(x^1.25),","Tourism,-0.75*(x^1.25),1",,,,,,
#,InnerCityRiots,LAWANDORDER,,sit_icons_innercityriots,0,0.6,0.4,100,0+(1.0*x),0,0+(1.0*x),"ArmedPolice,-0.15-(0.15*x)","CCTVCameras,-0.1(-0.6*x)","PovertyRate,0+(1.0*x)","CrimeRate,0+(0.15*x)","Unemployment,0+(0.25*x)",#,"Conservatives,-0.2-(0.3*x)","CrimeRate,0.04+(0.06*x),2","ViolentCrimeRate,0+(0.18*x)",,,,,,,,,,,
Hyperinflation: "InternationalTrade,-02-(0.44*x)"
InnerCityRiots: "CCTVCameras,-0.1(-0.6*x)"

Likely just a typo?

3.3. Bureaucracy - Rare Earth Price [situations.csv]

#,Bureaucracy,ECONOMY,,sit_icons_bureaucracy,0,0.4,0.35,0,0+(1.0*x),0,0+(1.0*x),"_default_,0",#,"Capitalist,-0.02-(0.06*x)","SelfEmployed,-0.05-(0.1*x)","WorkerProductivity,-0.02-(0.06*x)","ForeignInvestment,-0.02-(0.03*x)","GDP,-0.01-(0.02*x)","BrainDrain,0.03+(0.03*x)","CorporateExodus,0.03+(0.04*x)","RareEarthPrice,0-(0.15*x),16",,,,,,,,,,

Currently: “RareEarthPrice,0-(0.15*x),16”

Can’t understand why the Bureaucracy situation would decrease the Rare Earth Price simulation.

3.4. Rubber Bullets / Tear Gas / Water Cannon Effects [policies.csv], [situations.csv]

#,RubberBullets,default,,,24,9,7,3,LAWANDORDER,,12.5,25,0+(1.0*x),,0,0,0,0+(1.0*x),,,#Effects,"Liberal,-0.19-(0.08*x)","InnerCityRiots,-0.12+(0.12*x)","ClassWarfare,-0.09-(0.09*x)","RaceRiots,-0.10-(0.11*x)","LudditeRiots,-0.10-(0.1*x)","_percept_compassion,-0.03-(0.07*x)",,,,,,,,,,,
#,TearGas,default,,,22,9,7,3,LAWANDORDER,,12.5,25,0+(1.0*x),,0,0,0,0+(1.0*x),,,#Effects,"Liberal,-0.15-(0.05*x)","InnerCityRiots,-0.7-(0.06*x)","ClassWarfare,-0.08-(0.08*x)","RaceRiots,-0.07-(0.07*x)","LudditeRiots,-0.10-(0.1*x)","_percept_compassion,-0.03-(0.07*x)",,,,,,,,,,,
#,WaterCannon,default,,,22,9,7,3,LAWANDORDER,,50,125,0+(1.0*x),,1,0,0,0+(1.0*x),,,#Effects,"Liberal,-0.20-(0.07*x)","InnerCityRiots,-0.12-(0.14*x)","ClassWarfare,-0.08-(0.08*x)","RaceRiots,-0.09-(0.09*x)","LudditeRiots,-0.12-(0.12*x)","_percept_compassion,-0.03-(0.07*x)",,,,,,,,,,,
#,RaceRiots,LAWANDORDER,,sit_icons_raceriots,0,0.6,0.4,100,0+(1.0*x),0,0+(1.0*x),"RacialTension,0+(x^3),4","CCTVCameras,0-(0.1*x)","ArmedPolice,-0.1-(0.1*x)","Curfews,-0.1-(0.1*x)","ViolentCrimeRate,0+(0.2*x)","Unemployment,0+(0.25*x),4","PoliceDrones,-0.1-(0.05*x)","TearGas,0-(0.07*x)","RubberBullets,0-(0.07*x)","WaterCannon,0-(0.07*x)","EthnicMinorities_perc,0-(1.0-x)^75",#,"Conservatives,-0.2-(0.3*x)","_All_,-0.1-(0.12*x)","GDP,-0.02-(0.01*x),2","ImmigrationDemand,-0.06-(0.09*x),4","ViolentCrimeRate,0.14*(x^3)",,,
  • Regarding InnerCityRiots
RubberBullets: "InnerCityRiots,-0.12+(0.12*x)"
TearGas: "InnerCityRiots,-0.7-(0.06*x)"
WaterCannon: "InnerCityRiots,-0.12-(0.14*x)"

Tear Gas seems way too effective against Inner City Riots even at the minimum slider scale.

  • Regarding RaceRiots
RubberBullets(effect): ,"RaceRiots,-0.10-(0.11*x)"
TearGas(effect): "RaceRiots,-0.07-(0.07*x)"
WaterCannon(effect): "RaceRiots,-0.09-(0.09*x)"
RaceRiots(sources): "TearGas,0-(0.07*x)","RubberBullets,0-(0.07*x)","WaterCannon,0-(0.07*x)"

Duplicate links IMO?

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Good observations! Thanks for taking the time out to go through these.

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Just a quick one, since I have experimented with the _ winning _ value in my own mods, it seems to be a value that increases in proportion to your popularity… roughly when you are over 50% (I think it may have some intertia so that being popular doesn’t immediately trigger various situations).

I would like to have an in-depth explanation of how it works though, likewise for the _year value, since right now I mostly use them in my equations having to experiment until I get exactly what I want :slight_smile:

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Wow, some awesome feedback here, sorry I missed it, and I will look into them all. Some of them are definitely just typos.
winning uses a bunch of different variables. One of them is indeed popularity, but I think some economic indicators also feed into it, but I’m not currently on a PC with the source code to check…

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Ok, made some fixes for the next update.
regarding 2): there is no difference to the simulation whether an effect is added for a situation or as an effect of a policy on a situation (or for that matter in a scripted override), it all end up in the same list, so it depends on what you are doing from a mod POV, whichever is easiest.

Regarding winning:
This depends on the following factors:

  • Current Average Approval of all voters
  • The current debt to GDP ratio (high is bad, but first 40% is ignored)
  • The ratio of any deficit to total expenses (can be good or bad for the final value)
  • The number of terrorist groups at over 90% strength
  • The number of party members.

Each strong terrorist group reduces winning by 5%
The effective deficit contributes +/- 20% to the result
Maximum impact of party members is +50% (if every voter is a member).
Debt to GDP ratio max impact is -20%

I hope thats interesting :smiley:

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@cliffski I have just downloaded the update and checked changes.

3.1. Illegal Immigration: No changes made here.
3.2. Hyperinflation & Inner City Riots: A typo on the Hyperinflation has been corrected but there’s still a missing operator on the Inner City Riots - CCTV link. Or is it okay to write '-0.1(-0.6*x)' instead of '-0.1+(-0.6*x)' or '-0.1-(0.6*x)' kind of forms?
3.3. Bureaucracy: Fixed
3.4. Rubber Bullets / Tear Gas / Water Cannon: The Tear Gas - Inner City Riots link has been toned down but there still are some duplicate links on Race Riots. RaceRiots still has "TearGas,0-(0.07*x)","WaterCannon,0-(0.07*x)" on it while both policies have links to RaceRiots.

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@cliffski another reminder notifying that…

  • 3.1. Illegal Immigration part remained unchanged
  • 3.2. Inner City Riots part remained unchanged (unless it is it okay to write '-0.1(-0.6*x)' instead of '-0.1+(-0.6*x)' or '-0.1-(0.6*x)')
  • 3.4. Race Riots part remained unchanged
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