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Wednesday, March 04, 2015

Factorio Trains Campaign AAR

Post 1 - Originally published on Google+ on 2015-01-31 02:07:57 UTC


So I tried to setup  #factorio   mods for trains game. Unfortunately half of the mods don't work with 0.11.x (experimental) versions. I'm not sure what I'd be losing by sticking to 0.10.x (stable) versions.

Resource Spawner Overhaul which people recommended for trains game runs, but I really don't like aesthetically how it spawns resources.

What I'm most interested in is some mod that makes liquid handling viable with trains, either, with either of:
• barrels for all liquid types
• rail tanker wagos which can carry liquids (as long as it deals with all of them, not just crude)

And just look at this mod, which completely removes aliens from the game, replacing them with just another minable resource (with somewhat complex processing chain)!

Anyway, the plan is not to play right away, I just prefer to check it in advance that game works with all the mods etc. It really sucks if I try to play something and I'm totally derailed and spend a day debugging modding issues instead.

Post 2 - Originally published on Google+ on 2015-01-31 02:36:07 UTC


Here's  #factorio  settings I want to try (might get tweaked a bit):
• Peace mod (no aliens whatsoever, alien ore instead)
• Rail tanker mod (tanker wagons for trains, can carry any liquid)
• Always day (mostly because factorio looks so ugly at night, early autonomous solar power supply for every base / train station is just a bonus)
• Very low terrain segmentation, starting desert (because it looks better, also fewer trees)
• All resources at very low frequency, medium size, good richness - that looks like a good combination for trains.

Apparently Steam can run non-Steam games and make screenshots for them. I used a different third party screenshotting program in my old factorio campaign, but I don't remember which one was it, and I apparently deleted it in some pre-holidays cleanup.

Anyway, the goal is to run as much as possible on trains, so no massive belt/pipe networks connecting multiple factories, just some very short belts within each factory, and each factory having its own train stop or two. Probably smart inserters, robots only for my convenience (personal logistics, blueprints etc.), not as part of factory internal logistics. I'm not sure how viable that would be, so no absolute rules here.

If I even end up with trains carrying water to chemical plants, I'll call it a win.

(as I have ongoing Skyrim campaign and some non-gaming stuff to do, no idea when I want to do this, maybe tomorrow, maybe next weekend, maybe much later)

Post 3 - Originally published on Google+ on 2015-02-01 01:50:06 UTC


New  #factorio  campaign. So far temporary setup with zero belts, so everything is horribly unbalanced (relevant ratios are nowhere close to 1:1), uses loads of boxes, and manual hauling.

I'll tear it all apart for proper train stations eventually. It will end up with electric furnaces and solar power (it's in always day setting), but for now first stations will probably be:

• coal mine
• iron mine (not the one in starting position)
• iron smeltery
• steam engine station

I haven't thought all that much how big factories I'm going to make. It's probably just silly to make factory for a single product (not that silly is necessarily a bad thing), but "basic stuff into all 4 science packs" is way too big for this.

I'll definitely add belts for balancing between stages of production, and obviously from and to train platforms, but there won't be anything resembling a bus.













Post 4 - Originally published on Google+ on 2015-02-01 03:26:18 UTC


 #factorio , first 3 train stations. Coal mine and iron mine are obvious (except for question of how many wagons to use - might scale it up from 2 to 3 maybe), smeltery is not really setup properly.

Current idea:
• for now all trains with 2 locomotives to avoid loops on both sides
• I'll setup separate coal train (can visit multiply smelteries and power plant), iron train, and later copper train, sharing same main rail for now, with stations branching off it - that's not necessarily long term solution, just something simple for now
• steel furnaces only in new smelteries
• iron smeltery will produce both iron and steel, maybe gears as well
• power plant station, copper smeltery, and copper mine (no idea where, I only have very tiny copper patch in starting location) as first expansion once that's setup

Or I could make it one big iron/copper smeltery, and put ICs directly there as well. 3 inputs (iron ore, copper ore, coal) and 5 outputs (iron, copper, steel, gears, green ICs) is not particularly crazy.

Of course big smeltery doesn't mean one train stop, in fact I'd probably use multiple stops. Iron ore is so close to smeltery I could just belt it, there's no real reason to use a train other than trains being fun.

All that just for raw materials. I sort of want main loop of 5 wagons which various industries would connect to, but that's not a reasonable thing to start with. For now I'll probably dismantle ad hoc mining and smelting, but increase size of an ad hoc industrial area.







Post 5 - Originally published on Google+ on 2015-02-01 22:23:21 UTC


 #factorio   - now with 4 train stations. I completely dismantled the ad hoc base except for 2 stone and 3 copper extractors plus some copper smelters.

One train goes 5 stops (well, 4 stops, one of them twice):
• coal mine
• power plant (where output is very limited so it has priority but won't take much)
• smeltery (where it outputs coal to the bottom, by smart inserters)
• iron mine
• smeltery (where it outputs iron to the top, by smart inserters)

I didn't see any copper ore (the red field far north is alien goo not copper), so I wandered around until I found it, sadly it's a bit far and really forested, and clearing forests is massive pain before robots.

I think I'll separate trains into 3 lines, each with separate non-crossing rails (I don't even have rail signalling researched, so it's not like I have much choice):
• copper mine / copper smeltery
• copper smeltery / coal mine / power plant / iron smeltery (it can afford to be slow)
• iron mine / iron smeltery (transporting ore is currently limiting factor, but dedicated train with all fast inserters and 3 wagons should be more than enough)

Not sure how to handle refueling. Since every train stops at some smeltery, and every smeltery has coal, I could create a small diversion from coal line on each smeltery.

Power and coal are currently oversupplied. Iron ore is pretty decent, so transport is bottleneck. I could setup some temporary science area until I get science done properly - right now iron and steel go to chests. I want rail signals, robots, oil processing etc. fairly soon.

Still no idea whatsoever how I'm going to organize my industry. I think gears will go into iron smeltery, so it will have 3 outputs - 1/4 gears, 1/4 steel, 2/4 iron. The easy way would be to transport all that plus copper to some place and setup a small bus there, but this game is not about buses.

I really like how elegant my power plant is (features below). Other stations are a bit messy.











Post 6 - Originally published on Google+ on 2015-02-02 00:39:03 UTC


So now I have 3 separate train lines - coal, iron ore, copper ore, and 2 smelteries with separate platforms for ore and coal each.

Well, not quite as copper mine and smeltery are both works in progress, and I had a lot of WTFing when I put train stop on the wrong side of the track.

The plan with wagon per product, or shared multiproduct wagons with smart inserters to separate them on delivery... Yeah, eventually I'll do that, but that lowers throughput too much to do that for smelting.

It's crazy that I already have 8 train stops and the only things I produce are iron plates, copper plates, and steel. I'm not even making gears yet, and I dismantled my science packs factory.

I think I should avoid making this too ridiculous and just make one factory for gears, ICs, and first two science packs. (or put gears in iron smeltery). Even that means 2 more train lines with 4 more stops, keeping train stop to product ratio pretty ridiculous.

I really like how train stops and labels look on the map. I could start putting fake train stops to serve as just labels maybe.

Throughput per train trip is currently low, but once I research inserter stack bonus and bigger electric poles (so more inserters fit per wagon), it will drastically increase even with same platform size.
 #factorio









Post 7 - Originally published on Google+ on 2015-02-02 04:34:48 UTC


 #factorio  trains.

Featured pic below shows two things - a much better smeltery design (with coal being merged with underground belts), and temporary science area.

I really needed science because without inserter stack bonuses loading/unloading wagons was the bottleneck. Now belts in iron smeltery are the bottleneck - there's tons of iron ore in chests at the platform, and tons of unused furnaces, but they don't get them fast enough, even with partial upgrade to red belts. I might have to take down iron smeltery completely and rebuild it more like copper smeltery (except on larger scale of course). It would feature 4 iron ore/coal lines, and all outputs on one side, so a convenient platform can be placed there.

Pics:
• copper smeltery / temporary science area
• load balancing trick in copper mine, otherwise first chests took all the ore and only one of the wagons got loaded
• current inefficient iron smeltery

I really wish I had deconstruction robots, rebuilding stuff and cutting forests for space take forever without them. The next step is probably oil extraction, even if proper processing will wait.

I'm not sure yet how I'm going to organize my industry.







Post 8 - Originally published on Google+ on 2015-02-03 00:32:55 UTC


 #factorio  - iron smeltery rebuilt to support 2k/minute of iron, 1/4 of it going into steel production. I really like this design.

Coal is routed really neatly, with both locomotives getting some, so that's totally covered - and I might extend coal line to output platform once it's built so it can power another train too (and same with whichever train will carry copper).

There's also temporary ad hoc fast belts and engines production setup nearby.

The main problem with all this setup are inserters loading iron ore from chests onto belts. All fast splitters are an attempt to  balance each platform's inserters between two lines, but not really effective enough. North side unloading has space for something fancy, South side unloading would currently run into coal, but I can move coal unloaders to the other side as well, so that's totally fine.

If I wanted to make even more output, I could increase number of lines from 4 to 6 or 8, without even extra platforms, just some clever routing.

It's probably good enough for now anyway, 2k/minute is more than sufficient at this point, it's much more important to do the same setup for copper, and finally setup some real industry. I also really want robots for forest clearance and that requires oil processing etc.



Post 9 - Originally published on Google+ on 2015-02-03 03:20:06 UTC


So I rebuilt iron ore unloading after all, and it's very efficient now.

I built industrial line with 3 stations:
• copper loading (really hacky, the whole thing is getting taken down and rebuilt at some point)
• iron/steel/gears loading (with refueling station)
• unloading everything

I wanted to make it one product per wagon, but the way I built it wagons might end up reversed if I manually drive the train. Oh yeah, it's really practical way to move around, jumping onto any train and telling it to go somewhere, except it would screw things here.

There's also the problem that I'll need a lot of copper and one wagon every 4 stops is probably not going to be enough. So I should probably shorten the train from 4 to 3 wagons and build a separate 2-wagon train line for just copper.

Anyway, I also built oil extraction and refining center, currently completely disconnected from everything else, but with enough space for a train station or two. This multi-wagon setup for transporting basic industrial inputs was a trial run for multi-tanker trains, but right now it's not looking too good.

I'm going to build temporary chemical center next to refinery, just to get enough plastic and batteries to research advanced oil processing. I'll think how to connect it all later.

Another small thing, there's a ton of small ore patches all over the place - they're not worth setting a train station or anything, so I'm just putting a few miners and steel chests there.

And I really, really want to get some robots for deconstructing stuff - it's way too much work manually.
 #factorio











Post 10 - Originally published on Google+ on 2015-02-03 05:33:54 UTC


So I got to robots with improvised robot factory, and I'm using them for forest clearance (especially to make my copper field accessible) and deconstruction. I don't plan to use logistics robots for anything, but I might want a few extra roboports to speedup deconstruction, as it's still fairly slow and I need to move roboport halfway through to get everything covered.

Copper smeltery - one I really liked initially - is gone, as is all science production. I'll rebuild copper smeltery along the lines of iron smeltery. Then I'll apply advanced oil processing to my refinery complex. Then I'll build new science complex, as well as small production of all the fun stuff like electric poles, fast inserters etc. - I've been running out of them pretty frequently. Normally at this stage of technology I'd have a lot more fully automated. Now that I deconstructed science and copper smelting I'm literally down to iron plates, gears, steel, and assorted liquids (plus a bunch of semi-automated products working from chests).

I built the first parts of my basic industry - gears (located in iron smeltery) and green ICs (located in industrial complex, on their own for now). Basic industry is also now using two platforms - separate for iron/gears/steel and copper.

I'm not totally sure how much I want to locate there - I might end up bringing petroleum gas and lubricant by train from refinery complex, and doing everything else with buses within industrial complex. I can't think of any good way to divide it into two parts, and for that matter I'll need to move coal there (or something else) to make plastics.
 #factorio







Post 11 - Originally published on Google+ on 2015-02-04 01:02:28 UTC


 #factorio  copper smeltery done, almost identical to iron smeltery, except for somewhat neater output routing. (and train refueling still not connected)

It's all quite silly - copper smeltery output is 4 lines of copper, then it gets put onto 2 wagons, then all 4 (by intention) copper lines get unpacked and routed into green IC generation - but they're so damn close to each other just making belts go there directly would be a lot easier, and it would also avoid a lot of problems with bends, temporarily single lines etc.

And there are problems with IC generation - sharing iron input between 2 lines of assemblers does not seem like it's enough. Now moving things by one time is one thing bots are pretty good at, so maybe I'll do that.







Post 12 - Originally published on Google+ on 2015-02-04 03:50:27 UTC


 #factorio  - I upgraded oil refinery to advanced oil processing, so now it generates petroleum gas and lubricant and doesn't bother me with anything else.

I also built basic industrial base which generates green and red science packs, smart inserters (for future blue science packs) as well as basic structural elements of the base (fast belts, fast inserters, long inserters, blue assemblers, medium/big electric poles, solar panels).

I'm undersupplying electricity so I'm going to start some solar array somewhere. I wish I had substations, as that would make them a bit neater, but thanks to always day mode I don't need lamps or accumulators, so solar energy will have drastically higher output per area anyway.

The most interesting point of the campaign approaches - setting up advanced industry center, which gets:
• iron, copper, steel (not sure if gears are needed for anything)
• coal (for plastic)
• petroleum gas (via tanker wagons)
• water (hopefully local)
• lubricant (via tanker wagons)

And generates blue science packs, red circuits, blue circuits, and other late game goodies.

I had reasonable level of clarity up to this point (except originally I thought I'd make a lot more trains, I scaled it down a lot), but this is the point where things get much vaguer.

Another small thing I might want is some kind of logistic robots to give me belts etc. Not sure if I'll bother.





Post 13 - Originally published on Google+ on 2015-02-04 07:00:43 UTC


So I mostly spent this time fixing things. Coal deposits got mined out, and I didn't notice this for very long time, until my power plant got shut down. It didn't even help that I fixed coal by mining the other half of it, as inserters on platform wouldn't take it etc.

I also had issues with my coal mine - apparently one side of the platform was off by one, so inserters didn't reach the train... Yeah, embarrassing.

I setup solar array of 1920 panels. I thought about using substations, and I even setup hacky blue science generation to research substations, but they takes red circuits, and I didn't feel like waiting for that, so I did classic medium pole + 8 a panels array (20x12 of them). I did initial 448 panels manually, then got robots to do the rest - but it was still a lot of robot babysitting to get that finished.

I have half of blue science setup - it only need to get red circuits and batteries from somewhere, right now I'm just moving them manually.

I was looking for a good place to setup advanced industrial area, but that needs water, and there's no water anywhere on the map except near refineries and power plant. I guess I could screw tanker trains, and just haul output of basic industry to refinery instead. (I could still have a very short tanker rail line between refinery and advanced industrial processing center, but that would be more of a statement than a practicality - it's literally on the other side of a small lake.)

If I completely dismantled coal line (and then switch to electric furnaces and solar power), ignoring the issue of train fuel, that could even be arranged to avoid rail crossings.

One nice thing about robots was that I could use them to clear a lot of forests, and now I can drive my car really fast - while using car trunk to triple my backpack size.

So now there are two possible plans, either:

• make sulfuric acid in refinery
• pipe lubricant, sulfuric acid, and petroleum gas to advanced industry
• trains from coal mine, copper smeltery, iron smeltery, and basic industry to advanced industry
• track in basic industry takes materials for blue science packs back (with smart inserters for filtering)
• rail signaling to avoid crashes
• either second coal mine or go all electric furnaces (and use coal only for plastic), otherwise it will end too fast

Or:

• setup chemical industry base
• pipe output from refinery
• route iron and coal there by train (no copper, ICs etc.)
• send plastic, sulfuric acid, and optionally lubricant out (lubricant is only used for express belts and electric engines which are both low volume products, so I could make them ad hoc)
• have advanced industry do everything near my current industrial base

Or I could do something weird, like send petroleum gas to coal mine, where plastic processing would be located, and separately send sulfur and water from refinery to industry, with nothing coming back into refinery.

So many choices. All objectively worse than just using damn belts and pipes ;-)
 #factorio











Post 14 - Originally published on Google+ on 2015-02-05 03:43:11 UTC


I decided to try liquid output only refinery, with 3-tanker trains of water, lubricant, and petroleum gas. I'm not sure if throughput will be sufficient, since that's all modded stuff.

So far one station is built, but not destination.

As my coal mine 1 got almost depleted, I built coal mine 2 as extension of the same line. This is the first time in the campaign where trains are arguably useful, and not just a silly gimmick.

Another two pics is alien ore patch mining in progress. It's very large but with very little ore per tile, so whole mine had roboports to dismantle it as it went - then I'd manually put miners on new tiles. One pic is alien ore patch about 2/3 depleted (didn't think about making pics earlier), another is end result - a bit under 5 steel chests ore alien ore. Robots are way better at deconstruction and forest clearance than anything.

A minor thing I've done this time was some more forest clearance to have space to setup chemical industry.

Relatively to hours of gameplay my tech is fairly low. Retrospectively this is fairly silly - ore should be smelted at the mine (coal transport by rail is totally legit, but even that goes away with electric furnaces), and then already smelted materials could be transported to main industrial center by trains - but this is a massive train overkill, even if it's much less than what I imagined originally.
 #factorio











Post 15 - Originally published on Google+ on 2015-02-05 04:57:50 UTC


Fuck :-D
I tried to do something fancy in  #factorio  with trains with dual tracks, end loops, signals, multiple trains on a track etc.

It's a total unmitigated disaster. Train can't even find obvious paths. I just reloaded previous save from an hour ago. I tried to fix that by robots dismantling tracks, but somehow trains they became irreversibly broken.

Not even sure if it's a pile of bugs or overly restrictive design, fancy things simply don't work.

Post 16 - Originally published on Google+ on 2015-02-05 06:34:04 UTC


This is not going terribly well.  #factorio   trains are not tile-aligned (which is something they really should damn fix at some point, for aesthetic reasons if nothing else).

This is not a huge practical deal for normal trains as that means 5 or 6 inserters per side, which is not a massive difference, but tankers from this mode can only be loaded/unloaded from the center tile, so depending on how train aligns on the platform you can use either 1 or 2 pumps per side. The whole setup is just ridiculously inefficient, and pumps don't even have any upgrades or module slots :-/

So I've built this chemical processing plant, and it just doesn't work all that well due to supply issues, but It could probably work well enough if I upgraded the train to more wagons for water and petroleum (I doubt I'll ever have issues with lubricant.

Alternatively I could move sulfur production from here to refinery - sulfur takes 3 water and 3 petroleum gas per 2 sulfur per second, so it's a 3:1 compression, and solids transport a lot better.

By the way it's not currently setup correctly, it should be 10 sulfur to 4 sulfuric acid, not 10 : 5, that extra one is temporary to deal with some excess sulfur I had. This time I started counting ratios instead of just building stuff based on what seemed like a bottleneck.

Total inputs per second (without that extra sulfuric acid unit):
• 70 water
• 60 petroleum gas
• 10 coal
• 4 iron

Outputs per second:
• 20 sulfuric acid
• 20 plastic bars

Assuming 100% of plastic goes into red ICs, and 100% of sulfuric acid goes into batteries (some will need to be diverted into blue ICs, but that's relatively low volume), inputs per second will be:

• 70 water
• 60 petroleum gas
• 10 coal
• 14 iron
• 30 copper
• 20 green ICs

And output per second:

• 10 batteries
• 10 red ICs

The fanciest train network thing I've done so far is this crossing signaling. Not really that much.







Post 17 - Originally published on Google+ on 2015-02-05 08:19:13 UTC


If it's worth doing, it's worth overdoing. Now that I checked production ratios (it's funny how many times I've played before without doing that...) it's obvious that things like red ICs and blue ICs require massive number of assemblers. This setup is capable of producing 12.5 batteries and 7.5 red ICs per second, if inputs are sufficient (which they are currently not), and if something was willing to use them that fast (which is also not true). It will go to 12.5/s once I upgrade assemblers to final type.

Next step is similar setup for blue ICs, and making trains a bit longer. It was probably silly to make them only 2 wagons - if something is worth setting up train for, it's worth setting up 4 wagon train for.

This is the first time ever factory was really worth using blueprints for, previous things I used them for were fairly borderline.

I'd like to build exoskeleton this time, my base is huge and I keep forgetting where I parked my car. This game really needs backpack upgrade, using car as backpack extension sort of works, but it's not terribly convenient. (OK, logistic robots are sort of backpack extension, but I'm not a huge fan of them)
 #factorio



Post 18 - Originally published on Google+ on 2015-02-06 05:27:01 UTC


The train business is not going well. I extended my IC factory to blue ICs and all level 1 modules  (not yet on screenshot).

In theory peak production of modules is 0.5/s of each, so it would build enough to get rocket defense in about 14 minutes (assuming enough inputs and level 2/3 module processing), but it's mostly idle.

The primary problem is lack of sufficient petroleum gas. Water is kinda tolerable, but most recipes need both, so fixing petroleum gas would increase demand on water too.

I extended train to 5 wagons - 2 water, 2 petroleum gas, 1 lubricant - and it doesn't seem to be making enough difference. For water it does, somehow trains align the way I can pump them with 2 pumps each side, but petroleum gas doesn't, and train seems to be slower with more wagons, so it's not as much extra capacity as it should be.

The next obvious solution is to make it double track and have multiple trains run between refinery and my chemical industry, but that's all fairly painful to build, even if this time I avoid all the train path not found issues.

My coal mine 1 is completely gone now, what's left is a few chests with coal. I'll murderize it completely once these are gone.

I'm not sure what's the best next step. Abandoning the idea of transporting basic liquids by rail is obvious, but I've built the whole chemical industry around this idea.

A halfway solution would be moving sulfur and plastic back, maybe to where coal mine 1 was so chemical industry would be getting sulfur, plastic, and water - all from coal mine 1, and make sulfuric acid locally. Coal mine 1 is so close to refinery and lakes that it can have everything piped.

The alternative is to find some mods that add viable rail tanker options. Trains with solid productn work reasonably well, so presumably using barrels for that would be fine.

And seriously, factorio trains should get fucking tile aligned. It's absolutely ridiculous. Tile size per train wagons is allegedly 8/7/7 8/7/7 8/7/7 7/8/7 for horizontal trains, and different for veritcal trains. WTF?
 #factorio









Post 19 - Originally published on Google+ on 2015-02-06 06:19:20 UTC


OK, so since I started playing someone released liquid barrel mods updated for  #factorio  0.11.

Here's liquid packaging factory next to previous rail tanker platform, now being dismantled by robots. I could probably have made it a lot more compact, but it's nice to play with loads of free space.

The only complex part of it is empty barrels return - I want barrels to get cycled in a closed loop, with smart inserters on output side of the platform on both ends of the track.

I'll dismantle current receiving platform and setup a new one with analogous unpacking system, and route that into my existing refinery.

That's the minimum viable way to fix rail tankers.

It's nice that factorio makes it so easy to add mods mid-campaign, I wouldn't bother starting a new one just for that.



Post 20 - Originally published on Google+ on 2015-02-06 21:25:10 UTC


Unpackaging station is a bit neater than packaging station. Using one return line is indeed causing problems, as lubricant keeps hogging empty barrels - problem which can hopefully be solved by overwhelming the system in massive excess of empty barrels.

I thought about using one belt with all kinds of barrels, without even smart inserters (if output goes directly to factory, regular fast inserter can do this kind of filtering just fine), but that would cause even higher risk of things getting stuck.

I started covering the base in roboports, since they're so cheap by this point. For now it's only (de)construction robots, but I'll probably add provider chests and logistic robots at some point.

I had iron ore train not working for I have no idea how long - apparently I can't insert coal into first tile of a locomotive, so it didn't matter that I had refueling system setup.

For fuck's sake game, tile align the fucking trains!!! This lack of tile alignment has been causing me more problems than anything else in the game since the time deconstructing a chest spilled its contents all over the floor in earlier alphas (a problem thankfully fixed these days).

Other nice to have things would be:
• electric trains (with batteries, changed with wires reaching locomotive or even platform charging station)
• faster trains
• warning on the map whenever train is standing in the field out of fuel
• larger backpacks for the player
• depleted miner

They could all require some tech, mods etc.

The barrel train is still not as good as I'd want it to be, but that might be solvable with more barrels. If that works, I'll gather alien goo I acquired so far, and setup last science packs.

I might setup express belts, splitters, and underground belts as well. And level 3 assemblers, level 2 modules and so on. There's still a bunch of things to automate.
 #factorio







Post 21 - Originally published on Google+ on 2015-02-06 22:40:31 UTC


 #factorio  campaign heading towards the end - alien artifact factory setup (it was actually super simple, I expected something more complicated), as well as 4-way science, and level 2 module factory.

There's awkward problem that half of inputs are in basic industry (steel, gears), half are in chemical industry (red ICs, lubricant, speed modules), with only iron, copper, and green ICs being routed to both.

So I don't have easy way to automate express belts, robots, assemblers 3 etc. I could probably come up with something if I really had to, but I've only been really automating high volume products, and these aren't it.

It seems that the bottleneck is green ICs now, which is not exactly surprising as they're used for absolutely everything late game.

I had quite frequent production stoppages in my large base, but extensive use of buffer chests between stages prevented cascade failures for time necessary to deal with them.







Post 22 - Originally published on Google+ on 2015-02-07 01:14:42 UTC


Nothing terribly interesting happened. I built level 3 modules assembly, which is the last major factory I'll build this campaign, researched rocket defense and going through last few remaining techs.

I burned through all alien ore already, so I mined various small alien mines (7 total so far if I recall correctly, 3 shown on screenshots) - transporting it all by car to refinery.

I got myself 10x10 power armor with 2x reactor, 5x exoskeleton and 2x level 2 shield - it turns out I die in direct contact with speeding train all the same (I had to test that), making the shields fairly pointless. Well, I guess I have space for a few more shields, but that's silly, it's damn end game tech.

I extended copper and iron smelting by about a third each, and rerouted some belts to speed things up. Not even sure if that was worth it, as I managed to screw routing a few times, probably costing me just as much as I gained from higher efficiency.

I got a few logistic robots, way too late to matter, and express belt factory, just in case I'll need to speed up some belts, but so far I usually just doubled belts that were too slow instead. Platform unloading looks like bottleneck for a lot of things, and sadly that doesn't have any upgrades that don't take massive amount of extra space.

I could probably just leave the game running on its own for an hour or two, then press I win button, unless I managed to screw something on my way.

Overall, trains are not really worth it (at least not to massive degree I've been using them), but peace mod and always day mode are both amazing.
 #factorio









Post 23 - Originally published on Google+ on 2015-02-07 03:01:29 UTC


Not much interesting happened in the final part. I upgraded oil extraction, as my first batch of oil wells was down to 0.1/s, but I had so much crude stored it didn't even matter (and I doubled refining capacity while I was at it).

Green ICs were the late game bottleneck - not manufacturing them, just transporting iron and copper from train platform to assembly, especially since I had to route them to other places as well.

I could achieve >3k/min if I manually moved iron and copper, but that was pretty boring, so I left it at a bit over 1k/min.

I might be able to come up with something creative about unloading if I left more space there, but I didn't, so I just left the game running a bit longer.

I got everything researched, and even increased my shield could from 2 to 5, but I forgot to jump under a train. Maybe some other time.

Time to play something else. I had a modded Skyrim campaign ongoing which I suspended for this one, I think I'll go kill some dragons now.
 #factorio


Announcement: content from my Google+ stream mirrored on this blog

I'm a Kitten , being Cute is my job !!! :) by Trish Hamme from flickr (CC-BY)

This blog isn't terribly active these days - mostly because I'm much more active on Twitter and Google+ instead (as well as on other sites), and there's only so much time during the week to write.

Twitter content is fairly specific to the medium, so it's probably best to leave the tweets there, but Google+ is just a microblogging platform, and a lot of its contents would be useful to have in nicely searchable form.

Ironically however, Google+ search is absolutely miserably, and old content is as good as lost. You'd think that of all companies, Google would be able to write a semi-competent search engine, but apparently they lost that ability at some point.

Anyway, I plan to copy some stuff I originally wrote on Google+ to this blog with minimal editing. As I haven't done anything like this before, it might be pretty big volume initially, and it might be some weird old stuff as well.

The first target is a bunch of AARs for various video games I've done there, but there's other things I consider copying over as well.

Sunday, March 01, 2015

Fun and Balance mod for EU4 1.10.1

Kitten by Moyan_Brenn from flickr (CC-BY)
Here's Fun and Balance updated for 1.10.1.

Direct downloads:

Nation Designer changes

Most of the changes for new version are unsurprisingly for nation designer. Custom idea bonuses are unlocked up to much higher level, for most up to level 10, at steeply increasing cost, and many missing bonuses are added.

As even one level 10 idea typically costs 225 points you won't generally be able to access them at default point cost (it can be increased from menu to up to 800, or modded even higher if you so wish).

Nation Designer costs are currently so ridiculously unbalanced that I made no attempt whatsoever at trying to balance them - costs for additional levels are simple extrapolations from existing bonuses of existing national ideas, so 100-150 points gets you something comparable to typical existing idea group, leaving you with a few spare points for a small starting area.

I completely removed restriction on max custom ideas from same type, as well as restriction on which idea groups you can take so if you want to take 6 military ideas in a row, suit yourself. I very strongly disagree with such arbitrary restrictions on player's freedom to play crazy setups, unless they are genuinely addressing major exploits, which they are definitely not here.

New governments are unlocked at costs vaguely corresponding to tech levels they get unlocked at. That includes most custom government types. Only papacy and celestial empire are kept disabled, as I'm not sure if that won't break the game somehow.

Custom nation distance limit is increased as well, so you can have Genoa-shaped nation if you so wish.

Oh and I fixed it so average zero-cost ruler/heir is 3/3/3, as is actual average monarch in game - there's no reason whatsoever to penalize custom nations with -1 mana of each category for the first few decades of the game for no reason.

Nation Designer - what's missing

I didn't add any new flags, colors, cultures, religions, unit pack settings etc.

Unfortunately it's not possible to add ideas that give any bonuses except numerical ones. So no new CBs, abilities etc. via ideas. At least not in straightforward way, there could be some scripting trickery here, but at that point you're probably better off editing game files yourself.

And again - Nation Designer is crazy unbalanced. Land is cheap, Western tech group is crazy cheap, decent ideas are ridiculously expensive, but then good ones are really pointless ones cost just as much. If anybody feels like balancing that out, I'm be happy to hear better numbers. Or I might try fixing it myself someday, but it's a bit too crazy right now.

Nation Designer synergies

Many existing features of Fun and Balance work really well with Nation Designer, like:
  • Controlling area of another nation gives you that nation's missions from the pool, so your custom nation will have interesting missions, changing as it goes through campaign (well, if you play in area with existing nations with special missions, if you start in Alaska, not really).
  • You can form almost every culture's primary nation
  • Holy sites allow for some unusual religious scenarios
  • A lot of arbitrary limitations is removed, which together with nations of your own design gives you a ton of flexibility to do unusual things
Definitely take advantage of that!

And remember that you can use Nation Designer not only to create a nation for yourself, but interesting opponents too. Maybe playing 800-point blob with ridiculous bonuses all the way isn't your thing, but playing as an OPM against a few such blobs, huh?

Other changes

Norse and Jewish religions now have their holy sites (same as in CK2, so easier than most other religions) with associated bonuses and missions. (there are no holy sites in Extended Timeline version yet)

Sadly really random lucky nations I was so excited about don't seem to be really working as well as they're supposed to. I might replace that with script-driven lucky nations system in the uture.

Horde bonuses reduced a bit from old versions of Fun and Balance, as they went a bit too far.

Qing decision changed to switch you to Chinese tech and despotic monarchy instead of requiring it as prerequisite, so AI has some chance to do it. (in previous patches form Manchu decision did it instead, Qing makes more sense)

Everything is optional

The mod is built in a way that different features and tweaks don't depend on each other if possible, so if you want to play with just some but not all of its features, or change or add something, it should be fairly easy. Except religions, that's a bit too hard to disentangle.

Tuesday, January 13, 2015

Fun and Balance mod for EU4 1.9.2

Olhar interessado by PistigriloXP from flickr (CC-NC-SA)
Here's Fun and Balance updated for 1.9.2. It's mostly just compatibility upgrade.

Direct downloads:

  • Fun and Balance for EU4 1.9.2 - Download
  • Fun and Balance for EU4 1.9.2 and Extended Timeline (0.11.6 version) - Download. To avoid problems, Extended Timeline mod only works if you put it in mod folders in your documents, not one in game folder. (most mods don't care either way)
  • Fun and Balance for EU4 1.9.2 and Shattered Europe (2015-01-12 version) - Download. Shattered Europe finally got updated to Art of War map, but there are still a few minor glitches.

Changes

Mostly minor issues.

In all versions:
  • Random lucky nations - removed bias for big European countries, so it's actually random, not random subset of mid-sized and large European countries, and you can totally see Indian OPMs and native tribes among lucky nation
  • Removed fixes for Peasant War, and forming Qing fixes due to changes in base game making them hopefully no longer necessary
In Extended Timeline version only:
  • added decision to hire private military contractors after 1900, since regular mercs are currently broken in modern era (and my attempts at fixing it weren't too successful), and game needs something like this for balance
  • subject nations can't adopt secularism
  • it's possible to build any number of level 5/6 buildings in every province, not just one, to provide some way to spend money late game

Saturday, November 08, 2014

Fun and Balance mod for EU4 1.8.0 Art of War

goodbye by gioiadeantoniis from flickr (CC-NC-ND)
Another patch, another round of mod upgrades. 1.8.0 patch is unusually big, so many previous rebalance decisions the mod made that did well in testing on earlier versions could use some revisiting.

Direct downloads:
  • Fun and Balance for EU4 1.8.0 - Download
  • Fun and Balance for EU4 1.8.0 and Extended Timeline (0.11.1 version) - Download. Extended Timeline mod is only partly ported to 1.8 so it's fairly glitchy - present day bookmark is reasonably OK, older bookmarks have a lot of map issues. I'm posting it anyway, as Fun and Balance does no map changes, so you'll be able to play Fun and Balance with it as soon as they fix the map.
  • Shattered Europe did not upgrade to 1.8 yet, I'll release Fun and Balance for it as soon as it does.

Tweaks to new Art of War features

These are somewhat speculative and only went through limited testing, so future versions of the mod might revisit them.
  • Waiting period for allies to show up before you can get 100% warscore by fully occupying war target is reduced from 5 years to 2 years. The feature is understandable, but implementation was definitely excessive.
  • Autonomy level on diploannexation changes from 75% to 50%. It felt really weird that it's worse to legitimately integrate a country than to conquer it without claims (for which you get 50%).
  • Broke march opinion penalty lowered from -200 (3/year decay, no cap for up to 67 total years) to -100 (3/year decay) with 10 year cap. March bonuses are really weak in the first place, marches lose them if they grow big enough (while keeping all penalties), so making them basically unannexable for over half a century after they outgrow their usefulness is just completely ridiculous. At least they had decency of making them optional, unlike protectorates (which the mod disables completely).

Fun and Balance features now in vanilla

One really interesting thing about this mod is how many times vanilla later did exactly the same change as I did in the mod first, or otherwise tried to address same problem areas.

The CB to return subject cores originally introduced by Fun and Balance (or Crusader Kings 2) is no longer necessary as you can push for any of your subject's CBs.

Vassals now happily fabricate claims, and will buy provinces up to 50% overextension, not just one province as they used to.

Size-dependent coring time penalty is now gone for good.

Vanilla lowered diplo points cost of annexation from 15/bt to 10/bt. I absolutely hate idea of expanding via monarch points (they're fine for technology, stability, events etc.), and I'd love to bring early EU4's system of using time and diplomacy for it, but since it's impossible to mod, I'm doing the next best thing and setting diploannexation cost at 1/bt. New autonomy system and harsher rebels both nerf diploannexation significantly anyway.

And congratulations for finally fixing monster culture groups. About the only remaining issue I have with it now is that Zhou/Shun cores make very little sense now with new China and should probably be replaced by each Chinese culture getting its own releasable regional minor.

Retired Fun and Balance features

Muscovy got back its free colonist from national ideas - between stronger Novgorod, stronger hordes, and 50% autonomy minimum on all of Siberia they're hopefully not as overpowered and inevitable as they used to be.

Increased revolt risk penalties for non-accepted cultures and lack of religious unity are not converted into increased unrest penalties, pending further testing. Rebels are supposedly much more difficult to deal with in this version, so very high numbers which were fine under old system might be too high now. Foreign rebel support unrest increase (4% to 6%) is still in game.

Cleansing of Heresy CB reverted to vanilla due to new features related to religious wars, and lower cost of forced religious conversions in vanilla.

Changes to Fun and Balance features

These aren't related to 1.8.0 patch, just things that needed to be done already.
  • Missions of other countries can enter your pool if you fulfil some geographic criteria. Now one of them is that original country no longer exists (previously just taking over their capital was often enough). They also have 50% lower weights for anyone except their original country.
  • Missions to get holy site require that you get it, not just someone from your religion. This prevents tons of claims remaining there after it's done.
  • Accidental 1000% republican tradition reward fixed to 10%. (in mod files legitimacy uses 0-100 scale, republican tradition 0-1 scale, in UI they both look the same)
Enjoy the game.

How to configure OSX 10.10 Yosemite for software development

One Happy Kitty by andedam from flickr (CC-NC-SA)

It's been a few OSX updates since I wrote my guide for 10.5 and about half of it changed. Here's updated list of steps necessary to turn fresh OSX 10.10 into a sensible machine for creating software.

The guide below is based upon my preference, so details will vary for you, but a lot of Apple's default settings are uncontroversially horrible, so you're probably better off starting with a guide like this than trying to figure out where are all the options yourself.

Basics

  • Install some sensible browser like Chrome or Firefox.
  • Install some kind of AdBlock. If you sign in into your Google account with Chrome it might even install AdBlock for you.
  • Install whichever cloud sync service you're using like Dropbox, Copy, etc. And start syncing your stuff.
  • Install iTerm2 for sensible terminal emulator.
  • Clean up all crap from dock. Other than Launchpad and System Settings, everything else should be gone. Add iTerm2, your browser, and your text editor, and any application you wish to install there instead of stock Apple crap.
  • It's also a good idea to disable Spotlight as soon as possible by running sudo mdutil -i off / - before it tries to index all of your dropbox and generally ruin performance of your machine.

Editor

Install some sensible text editor like Sublime Text (requires license key).

Whichever editor you choose, you'll definitely need to configure it to your liking.

Then symlink it so you can use it from command line

  mkdir -p ~/bin
 ln -s "/Applications/Sublime Text.app/Contents/SharedSupport/bin/subl" ~/bin/subl.

Settings

Default Mac settings are totally awful, time to fix that.
  • Max brightness
  • Settings > Security > Allow apps downloaded from: > Anywhere
  • Settings > Mouse > Max out "Fast" setting on everything
  • Settings > Keyboard > Key Repeat > Fast
  • Settings > Keyboard > Delay Until Repeat > Short
  • Settings > Keyboard > Use all F1, F2, etc. keys as standard function key
  • Settings > Sound > Disable "Play user interface sound effects"
  • Settings > Sound > Alert volume > 0% (for Terminal ping)
  • Settings > Trackpad > Scroll & Zoom > Disable "Scroll direction: natural"
  • Settings > Energy Saver > Disable "Automatic graphics switching"
  • Settings > Energy Saver > Power Adapter > Computer sleep > Never
  • Settings > Energy Saver > Power Adapter > Display sleep > Never
  • Settings > Displays > Turn off "Mirror Displays"
  • Settings > Displays > Set "Best for display" for every external monitor
  • Settings > Displays > Built-in Retina Display > Disable "Automatically adjust brightness"
  • Settings > Displays > Arrangement > drag and drop your external monitors into desired order
  • Settings > Dock > enable "Automatically hide and show the Dock"
  • Menu bar > Battery icon in task bar > Enable "Show Percentage"
  • iTerm > Preferences... > Profiles > Terminal > Unlimited Scrollback

Drivers

OSX already includes drivers for laptop itself, but you might need some for peripheral hardware.

If you need any keyboard drivers like for Microsoft Keyboard (otherwise Cmd key is in the wrong place) or just about any external keyboard, get necessary drivers.

If you need any special keyboard layouts, get them too.

Standard paths

OSX renames a lot of directories. While in theory scripts could just use env vars to find proper paths, it's more reliable to symlink all the things:

  sudo ln -s /Volumes /mnt
  sudo ln -s /Volumes /media
  sudo mv /home /home-old
  sudo ln -s /Users /home

Development tools

First, you'll need Xcode, which annoyingly requires App Store login these days. Then select "Command Line Tools (OS X 10.10) for Xcode" package or run xcode-select --install from command line to do so.

Now it's time for a package manager. They're all somewhat disappointing if you're used to apt-get. homebrew seems somewhat more popular than others these days, so you might just as well try that.

You'll also need X11 server like XQuartz.

Create new SSH key pair

Open Terminal and run ssh-keygen to create ~/.ssh/id_rsa, then upload the generated key to any place that needs to know about it like github, bitbucket, or whatever else you use.

Checkout your dotfiles

Hopefully you're storing your dotfiles somewhere. If it's a git repository, or your Dropbox account, get them now and symlink them all properly.

If there are any other repositories you might need, checkout them too.

Install homebrew packages

Your list might vary. Here's mine (fun story - order you install homebrew packages matters, every packaging system that's not apt-get sucks so hard):

brew install mongodb mysql postgresql rbenv ruby-build wget htop unrar mc mplayer coreutils libxml2 libxslt bash poppler redis qt youtube-dl trash rabbitmq pcre exiftool lame id3v2 sox jq git bash-completion p7zip

Then enable all services you installed, unless you want to start them manually:

  ln -sfv /usr/local/opt/*/*.plist ~/Library/LaunchAgents/

And install non-system ruby, so you can install gems without sudo:

  rbenv install 2.2.0-dev
  rbenv global 2.2.0-dev

Due to OSX limitations you'll need to make htop suid if you don't want to use it with sudo every time. Instructions for that will be printed during installation or you can get them with brew info htop.

Sane bash and coreutils

bash version shipped with OSX is ancient and BSD utilities are all awful. In previous steps you installed proper versions, now you need to tell the system to use it.

Add homebrew version of bash as allowed shell by appending /usr/local/bin/bash at end of /etc/shells

Then set it as your shell: chsh -s /usr/local/bin/bash $USER

Then make sure to add GNU coreutils to your PATH:

  export PATH="/usr/local/opt/coreutils/libexec/gnubin:$PATH"
  export MANPATH="/usr/local/opt/coreutils/libexec/gnuman:$MANPATH"

You'll also probably want to touch ~/.hushlogin to prevent some worthless spam on every open terminal tab.

Install gems

Again, your list my vary. Here's mine:

gem install beeminder moneta octokit term-ansicolor pry-plus rak objectiveflickr hpricot color nokogiri bundler

All other software

Sadly OSX window manager is extremely dubious for keyboard use. Fortunately programs to make it usable exist. I recommend installing these two:
* ShiftIt - for tiling by keyboard shortcuts.
* HyperSwitch - for sane alt-tab window switching. (there's also Witch, but it has issues with 10.10)

Giving them necessary access moved in 10.10. Now you'll need to:
* Settings > Security & Privacy > Privacy > Allow the apps below to control your computer > enable them both

You'll probably need these or similar programs:
* Any number of IM programs (unless you use in-browser hangouts only)
* Tor Browser
* Transmission - torrent client
* OpenOffice - office software
* VLC - media player
* MplayerX - another media player
* Xee - image viewer (only older version is open source)
* GitX (L) (original GitX is abandoned, this is reasonably alive fork)

Open Source Mac website contains links to other software you might need.

You'll probably need Java for something.

Enjoy

Once you go through this list, and successfully get everything going, I'd recommend modifying it to your liking and reposting your version on your blog. Everybody's needs are different, so guide like this is just a starting point.

Friday, September 19, 2014

Fun and Balance mod for EU4 - Shattered Europe support and huge mission pack

Cat by Moyan_Brenn from flickr (CC-ND)
Fun and Balance started as a collection of workarounds for the worst issues in vanilla, but it expanded a lot since then - and this is the biggest expansion ever. I'm keeping everything modular, so you can cherrypick whichever parts you like, but if there's demand I might start releasing lite version with just bugfixes separately from full version with extra content.

For detailed explanations of everything else the mod does, check older posts. This is just the new stuff.

Direct downloads:

Mission pack

Anyway, missions in EU4 suck. A few countries - mostly big ones - get some cool early game missions, but most people don't want to play France or Muscovy every time, and in any case even these missions run out real fast. Generic missions tend to be boring, and their rewards are often extremely underwhelming.

Now it's all fixed!

Generic missions now get meaningful rewards. There are no more generic missions which reward you with just some prestige or advisors. You'll get some monarch points or legitimacy/republican tradition at minimum, sometimes even more like stability or base tax in mission province. (I count free CBs on selecting mission as part of reward, so these missions didn't get any extra bonuses)

Most tag-specific missions would make just as much sense for another country in same geographical situation - so that's what happens now! For most countries if you get that country's lands, their missions enter your mission pool! This means you get new missions in the pool even very late game if you expand to some new place, so you'll rarely be limited to just generic ones.

For small countries requirement is simply taking their historical capital. For larger countries, condition is usually a few key provinces and minimum size requirement - for example you'll get Polish missions if you control Krakow and Warsaw, Ottoman missions if you control Edirne, Constantinople, and have minimum of 20 cities, and so on.

Some missions require original country not to exist - nobody gets Timurid or Mughal missions if either of them exists. For a few countries I used different alternative conditions instead of using same geographic condition for all of them. More tweaking is definitely possible here.

Many missions already have extra requirements which have not been removed - for example Genoa's missions all require you to be a merchant republic, so if Venice or Hansa takes over Genoa's capital they'll get them in the pool, but Milan wouldn't unless they change government type.

In testing this rarely led to any crazy results - sometimes mission text sounds a bit silly, but that's already the case with some vanilla missions (try forming Russia as anybody but Muscovy etc., or change your religious group - you'll be getting a lot of nonsensical missions).

Missions which mention another country in any way can't activate for that country.

As an extra bonus you can get Byzantine missions for rebuilding Roman Empire if you're Holy Roman Empire and control both Rome and Constantinople. Go crazy! Ulm can into Roman Empire.

AI fixes

AI in EU4 is really dumb, I can't really fix it completely, so I just added a few small fixes:
  • Length of war unwillingness to peace out goes from -30 to -0, instead of -45 to -0 (in five years). Vanilla value were ridiculously high, and nobody would white peace out of the war ever no matter how hopeless it was - every OPM would fight to their bitter end. I don't want to go all the way to CK2 situation where wars are over at 100% warscore before the opponent had chance to even gather their armies, but EU4 is just crazy, and this is a fairly mild fix - as they still get unwillingness points for strength of alliances, allies in war, controlling their capital etc.
  • Willingness to peace out due to high War Exhaustion increased from 1/level to 2/level. War Exhaustion actually matters in the mod unlike in vanilla where it's just dip point leak.
  • Number of Great Power Allies penalty reduced from -50 to -25. With everybody getting twice the number of diplo relations as in vanilla, it makes sense that they're not just with OPM.
I also reduced +0.7% missionary strength bonus for positive stability back to vanilla value of +0.5% now that missionary strength is fully rebalanced.

Shattered Europe version

There's now also a version that works with Shattered Europe (direct download).

It supports every feature of Fun & Balance mod, except new missions added by Shattered Europe are still tag-specific to Iberian Muslim states. The mod also fixes a few bugs in Shattered Europe code (all reported upstream).

Extended Timeline version

The mod still supports Extended Timeline (direct download). This release does only a few minor tweaks (like AI fixes) over previous release.

Extended Timeline version doesn't currently include extra features like mission pack, religions, partial westernization, holy sites - it's just a rebalance mod. The only new feature included is return subject cores CB.

I might port some of the extra features to Extended Timeline at some point too, especially holy sites.

Technical information

This section is of interest only to other modders.

While pretty much every other mod is written by hand, nothing in this mod was. Everything is done by building or transforming abstract syntax trees using open source software I developed for this.

Benefits of this include much reduced chance of making mistakes, much less effort required to make similar changes in multiple files, ability to generate multiple versions of the mod, and much lower effort required to adapt it to new patches.

This also makes some complex transformations possible - mission code required first replacing all references to original tag with ROOT (which might require collapsing some OR nodes if mission is already for two tags like CAS/SPA), then finding other tags referred in the mission code to exclude them, then building exclusion condition based on original tags, excluded tags, and alternative conditions.

Doing this by hand or by regular expressions... There's a reason nobody bothered to even try before as far as I know.

Now that tools for this exist, some really cool coding could start happening.

Everything is optional

As much as possible, every feature of this mode is independent from every other feature. You can take mission pack, or rebalance bits, or any selection you want and quite easily throw away the rest.

The only major exception is religion-related stuff which applies far too many changes to a single file to disentangle it easily.

Special thanks to Don Sjerven for help with testing. I can only do so much testing myself, so all kinds of bug reports are very welcome.

If you'd like to see Fun & Balance version for other EU4 mods, this is pretty easy to do, so request away.

Sunday, September 07, 2014

Fun and Balance mod for EU4 Extended Timeline

Anabel Leocádia Moreira Pinheiro by Márcio Vinícius Pinheiro from flickr (CC-NC-ND)
The most common request I'm getting for Fun and Balance mod is using it with other mods.

Unfortunately EU4 does not make it easy to run multiple major mods together (to be fair, pretty much no game does, good support for a single mod at a time is already pretty good).

This could always be achieved with manually merging files, and some people did just that, but that's fairly tedious, especially to update it every single time new version comes out. Even for vanilla Fun and Balance it was a bit of a chore to update it for every EU4 hotfix.

Fortunately I already wrote parser for Paradox mod file format, and one thing led to another and Fun and Balance is now a set of transformation scripts I can apply to any mod I want with little effort.

This isn't completely trivial, since some things that make sense in vanilla don't make sense in mods, but progress from applying hundreds of edits with text editors (and hoping I made no typos on the way) to just selecting which mod I want as base, and which features I want to include with a script like this is an amazing improvement.

So the first release - Fun and Balance for EU4 1.7.3 and Extended Timeline v0.10 (here's direct download in case Steam Workshop doesn't work, like on OSX).

Here's Fun and Balance download.

Included features

The following changes from Fun and Balance mod for vanilla are also included in version for Extended Timeline:
  • no truce scaling
  • diplo annex cost 15/bt to 1/bt
  • max active policies 5 to 10
  • policy cost 0
  • rebel support gives +6RR
  • no westernization slowdown due to income
  • accepted culture gain/loss threshold both at 10%
  • monarch point pool up to 15000
  • building mp cost 5 (in mod this is modified by era)
  • moving trade port cost reduced to 100dip
  • culture change reduced 40->15 (instead of vanilla 25->10 reduction - it makes sense for this to be higher due to longer timelines, but baseline cost was crazy high already)
  • double core/claim expiration time
  • no protectorates
  • vassals can fabricate claims
  • vassals will buy provinces up to 50% OE
  • no vassalization base tax cap (just regular quadratic penalty)
  • no WE reduction at war
  • double diplo relations limit
  • positive stability gives 0.7% missionary strength (I'm not totally sure this is needed in either the mod or vanilla these days, it made a lot more sense a few patches ago)
  • revolt risk due to non-accepted culture +4RR
  • revolt risk due to lack of religious unity up to +5RR scaled
  • EU3 style elections - 3 random candidates, 30% republican tradition cost for reelection, no skill gain from reelections
  • buildings not destroyed on ownership change
  • return subject cores CB
  • peasant war conditions made more reasonable
  • faster AE decay
  • annexed vassal opinion capped at -100
  • cleansing of heresy CB gives 25% forced conversion cost instead of discount on conquests
  • imperial ban CB at 10% AE for banned provinces
  • improve relations mission gives meaningful reward
  • no naval attrition
  • reduced religious center penalty to conversions from -5% to -2%
  • HRE member religion change affects IA
  • bad events due to high OE scale smoothly with OE instead of having sharp 101% OE cliff
  • no Burgundy inheritance
  • Burgundy capital in HRE
The following are excluded:
  • always display policies if at least one (mod uses different policy system)
  • form Byzantium decision condition fixes so Ottomans and HRE can do it, extra reformable countries (this would need redoing due to extended history)
  • partial westernization (mod uses different tech groups)
  • extra religious conversions, religious conversion rebalance, and pagan coring modifiers (mod has very different religions)
  • holy site system (this could totally work, I'd just need to go through all of mod's religions and select good holy sites for them)
  • advisor cost increase slowdown (already rebalanced by mod to support playing up to 9999)

Technical notes

Because of the way EU4 loads mods alphabetically, mod name " Fun and Balance for Extended Timeline" starts with a space so it can override files in "Extended Timeline" mod.

Automated build process throws away all comments and formatting in affected files (except defines.lua where it keeps them). I want to make it smarter, so it only does that in changed portions of a file instead of entire file, but that's future work.

Building Fun and Balance versions for other mods - or customizing version of the mod for your experience - is now relatively straightforward - especially if you know a little Ruby.

Build system is not Fun and Balance specific in any way - it could easily be used for other mods, it could probably even be used with other Clausewitz engine games with minor modifications.

If there's any other mod you want to use with Fun and Balance, but you don't know how to use build system, feel free to ask me and I'll take a look.

I did something similar before with Concentrated Vanilla mod for Medieval 2 Total War, but that was messy pile of regexp hacks instead of the much cleaner parser-based approach I'm using here.