Production output (1.02)
Factory:
factory output = production efficiency * (culture * type * size) * {capitalists} * building_efficiencies * max. working hours * work_hour_eff / 5
The formula gives the output for one pop in that specific factory.
I have seen it work for:
steel, winery, lumber, others not testet, should work for all
Infrastructure:
production efficiency = see province 40-100% [0.40 - 1.0]
and is depending on railroads
Railroads have 7 levels:
level 0 - 40% provincial infrastructure
level 1 - 50% provincial infrastructure
level 2 - 60% provincial infrastructure
level 3 - 70% provincial infrastructure
level 4 - 80% provincial infrastructure
level 5 - 90% provincial infrastructure
level 6 - 100% provincial infrastructure
test:
PE = 86% ->1.61 steel
PE = 40.2% ->0.75 steel
Pop():
culture = 1.0 main culture; 0.5 others [0.5 or 1.0]
type = craftsmen [1.0] or clerks [1.0 + literacy/2]
size = 4 classes [0.33; 0.5; 0.75; 1.0]
Capitalists{}:
Capitalists = {1 + (0.1 * capitalist_bonus) * eff capitalists}. The culture of the capitalist pop does not effect the bonus. Range [>=1.0].
1 capitalist pop size test:
no capitalist ->1.61 steel
1.000 ->1.61 steel
25.000 ->1.65 steel
50.000 ->1.70 steel
75.000 ->1.74 steel
82.000 ->1.75 steel
100.000 ->1.78 steel
2 capitalists:
100.000, 50.000 ->1.86 steel
3 capitalists:
100.000, 100.000, 50.000 ->2.02 steel
eff capitalists = (all capitalist pops added up)/ 100.000
e.g.(capitalist_bonus = 1.02):
4 capitalist pops:
1.000 - 0.010
50.000 - 0.500
100.000 - 1.000
20.000 - 0.200
Two ways to calculate:
1) eff capitalists = (1.000 + 50.000 + 100.000 + 20.000)/ 100.000 = 1.71
2) eff capitalists = 0.01 + 0.5 + 1 + 0.2 = 1.71 (equals 171.000)
-> capitalists = {1 + (0.1 * 1.02) * 1.71} = 1.17442
I have seen it work for 13 for Prussia and even more for China and suppose, that there is no limit. When you convert a pop to a capitalist, the effect on the bonus will start at the first day of the next month.
capitalist_bonus = see save game file, 1.02 for Prussia in 1836
building_efficiencies = see save game file, 2.5 (steel_factory)
pop size test:
(Schlesien, North German, PE = 40.2%, no capitalist)
100.000 ->0.20 steel
50.000 ->0.20 steel
49.900 ->0.15 steel
40.000 ->0.15 steel
20.000 ->0.15 steel
19.900 ->0.10 steel
10.000 ->0.10 steel
1.000 ->0.10 steel
500 ->0.10 steel
400 ->0.07 steel
100 ->0.07 steel
So the size value is:
[0.33] for pops <500 (1-499)
[0.50] for pops from 500 to <20.000 (500-19.999)
[0.75] for pops from 20000 to <50.000 (20.000-49.999)
[1.00] for pops >=50.000 (50.000-100.000)
Max. working hours:
[1.00] - no limit
[0.90] - 14 working hours
[0.85] - 12 working hours
[0.80] - 10 working hours
[0.75] - 8 working hours
work_hour_eff = see save game file, 1.0 for Prussia in 1836
Example:
one 100.000 craftsmen pop, North German, PE = 40.2%, no capitalist in state
factory output = 0.402 * (1.0 * 1.0 * 1.0) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.201 steel per day
Several pops working:
e.g. Prussia 1836 Schlesien, steel factory, PE = 40.2%, no capitalist in state, literacy 80%
10.000 craftsmen, North German
1.000 clerks, North German
9.000 craftsmen, North German
1.000 clerks, South German
14.000 craftsmen, North German
actual output = 0.51
calculated
pop1 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
pop2 = 0.402 * (1.0 * 1.4 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1407
pop3 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
pop4 = 0.402 * (0.5 * 1.4 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.07035
pop5 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
sum = 0.51255
RGO:
test in Erfurt, iron mine, PE = 40.9%, resource value(RV) = 3.75 iron (75%)
1.000 South German ->0.11 iron
RGO output = production efficiency * (culture * size) * {aristocrat} * resource value * resource * building_efficiencies * max. working hours * work_hour_eff / 5
I have seen it work for:
iron, fruit, grain, cattle, fish, coal, timber, others not testet
resource value:
[10.0] 200% for a "10.0" province
[7.50] 150% for "7.5"
[5.00] 100% for "5.0"
[4.00] 80% for "4.0"
[3.75] 75% for "3.8"
[2.50] 50% for "2.5"
[1.25] 25% for "1.3"
I have seen those levels, but there do exist more
resource:
[1.5] for iron, coal, fruit, grain, fish, cattle, timber
I try to manipulate the world market level to 0, through buying all resources for some days. When there is over supply, the output drops significantly.
So the formula gives you the maximum RGO output, when the level on the WM is low for this resource. When it is higher, the "resource" factor will go down from [1.5] to [0.6] or even [0.4]. North German slaves produce the same output, like North German farmers, so there is no type necessary in the formula.
Aristocrat{}:
Aristocrat = {1 + (0.1 * aristocrat_bonus) * eff aristocrats}. I suppose, that it works like for capitalists. The aristocrat has to be in the same province as the RGO to give a bonus, its culture does not matter.
eff aristocrats = (all aristocrat pops added up)/ 100.000
Aristocrat = {1.0} (no bonus) for:
iron, coal, timber, cotton
applies for:
grain, fruit, cattle, fish
aristocrat_bonus = see save game file, 1.0 for Prussia in 1836
building_efficiencies = see save game file, 1.0 (iron_mine)
Example:
one 50.000 labourers pop, North German, PE = 80%, RV = 2.5
RGO output = 0.8 * (1.0 * 1.0) * {1.0} * 2.5 * 1.5 * 1.0 * 1.0 * 1.0 / 5 = 0.6 iron per day (0 iron available at the world market)
Example 2:
Danzig, 27.000 farmers, North German, PE = 58%, RV = 1.25, one 100.000 aristocrat pop present
RGO output = 0.58 * (1.0 * 0.75) * {1.1} * 1.25 * 1.5 * 1.0 * 1.0 * 1.0 / 5 = 0.1794 fish per day
Summary:
1)A non-main culture pop only gives 50% output of a main culture pop.
2)Religion and ideology do not effect production output.
3)Capitalists present in a state can give a bonus to the output of all factories in that state.
4)Clerks give a bonus, compared to craftsmen. The best ratio in factories is 2 clerks and 3 craftsmen per factory. The biggest pops to work in factories should get clerks.
5)The level of the factory does not effect production output per pop. The level of an RGO does not effect output per pop.
6)Railroads level 6 give +150% output (factor 2.5) to factories and RGOs, compared to level 0.
7)Aristocrats can give a bonus to RGO output for some resources, when the aristocrat(s) is in the same province.
8)An RGO with a "5.0" resource value produces +300% output, compared to a "1.3" province.
Factory:
factory output = production efficiency * (culture * type * size) * {capitalists} * building_efficiencies * max. working hours * work_hour_eff / 5
The formula gives the output for one pop in that specific factory.
I have seen it work for:
steel, winery, lumber, others not testet, should work for all
Infrastructure:
production efficiency = see province 40-100% [0.40 - 1.0]
and is depending on railroads
Railroads have 7 levels:
level 0 - 40% provincial infrastructure
level 1 - 50% provincial infrastructure
level 2 - 60% provincial infrastructure
level 3 - 70% provincial infrastructure
level 4 - 80% provincial infrastructure
level 5 - 90% provincial infrastructure
level 6 - 100% provincial infrastructure
test:
PE = 86% ->1.61 steel
PE = 40.2% ->0.75 steel
Pop():
culture = 1.0 main culture; 0.5 others [0.5 or 1.0]
type = craftsmen [1.0] or clerks [1.0 + literacy/2]
size = 4 classes [0.33; 0.5; 0.75; 1.0]
Capitalists{}:
Capitalists = {1 + (0.1 * capitalist_bonus) * eff capitalists}. The culture of the capitalist pop does not effect the bonus. Range [>=1.0].
1 capitalist pop size test:
no capitalist ->1.61 steel
1.000 ->1.61 steel
25.000 ->1.65 steel
50.000 ->1.70 steel
75.000 ->1.74 steel
82.000 ->1.75 steel
100.000 ->1.78 steel
2 capitalists:
100.000, 50.000 ->1.86 steel
3 capitalists:
100.000, 100.000, 50.000 ->2.02 steel
eff capitalists = (all capitalist pops added up)/ 100.000
e.g.(capitalist_bonus = 1.02):
4 capitalist pops:
1.000 - 0.010
50.000 - 0.500
100.000 - 1.000
20.000 - 0.200
Two ways to calculate:
1) eff capitalists = (1.000 + 50.000 + 100.000 + 20.000)/ 100.000 = 1.71
2) eff capitalists = 0.01 + 0.5 + 1 + 0.2 = 1.71 (equals 171.000)
-> capitalists = {1 + (0.1 * 1.02) * 1.71} = 1.17442
I have seen it work for 13 for Prussia and even more for China and suppose, that there is no limit. When you convert a pop to a capitalist, the effect on the bonus will start at the first day of the next month.
capitalist_bonus = see save game file, 1.02 for Prussia in 1836
building_efficiencies = see save game file, 2.5 (steel_factory)
pop size test:
(Schlesien, North German, PE = 40.2%, no capitalist)
100.000 ->0.20 steel
50.000 ->0.20 steel
49.900 ->0.15 steel
40.000 ->0.15 steel
20.000 ->0.15 steel
19.900 ->0.10 steel
10.000 ->0.10 steel
1.000 ->0.10 steel
500 ->0.10 steel
400 ->0.07 steel
100 ->0.07 steel
So the size value is:
[0.33] for pops <500 (1-499)
[0.50] for pops from 500 to <20.000 (500-19.999)
[0.75] for pops from 20000 to <50.000 (20.000-49.999)
[1.00] for pops >=50.000 (50.000-100.000)
Max. working hours:
[1.00] - no limit
[0.90] - 14 working hours
[0.85] - 12 working hours
[0.80] - 10 working hours
[0.75] - 8 working hours
work_hour_eff = see save game file, 1.0 for Prussia in 1836
Example:
one 100.000 craftsmen pop, North German, PE = 40.2%, no capitalist in state
factory output = 0.402 * (1.0 * 1.0 * 1.0) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.201 steel per day
Several pops working:
e.g. Prussia 1836 Schlesien, steel factory, PE = 40.2%, no capitalist in state, literacy 80%
10.000 craftsmen, North German
1.000 clerks, North German
9.000 craftsmen, North German
1.000 clerks, South German
14.000 craftsmen, North German
actual output = 0.51
calculated
pop1 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
pop2 = 0.402 * (1.0 * 1.4 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1407
pop3 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
pop4 = 0.402 * (0.5 * 1.4 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.07035
pop5 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
sum = 0.51255
RGO:
test in Erfurt, iron mine, PE = 40.9%, resource value(RV) = 3.75 iron (75%)
1.000 South German ->0.11 iron
RGO output = production efficiency * (culture * size) * {aristocrat} * resource value * resource * building_efficiencies * max. working hours * work_hour_eff / 5
I have seen it work for:
iron, fruit, grain, cattle, fish, coal, timber, others not testet
resource value:
[10.0] 200% for a "10.0" province
[7.50] 150% for "7.5"
[5.00] 100% for "5.0"
[4.00] 80% for "4.0"
[3.75] 75% for "3.8"
[2.50] 50% for "2.5"
[1.25] 25% for "1.3"
I have seen those levels, but there do exist more
resource:
[1.5] for iron, coal, fruit, grain, fish, cattle, timber
I try to manipulate the world market level to 0, through buying all resources for some days. When there is over supply, the output drops significantly.
So the formula gives you the maximum RGO output, when the level on the WM is low for this resource. When it is higher, the "resource" factor will go down from [1.5] to [0.6] or even [0.4]. North German slaves produce the same output, like North German farmers, so there is no type necessary in the formula.
Aristocrat{}:
Aristocrat = {1 + (0.1 * aristocrat_bonus) * eff aristocrats}. I suppose, that it works like for capitalists. The aristocrat has to be in the same province as the RGO to give a bonus, its culture does not matter.
eff aristocrats = (all aristocrat pops added up)/ 100.000
Aristocrat = {1.0} (no bonus) for:
iron, coal, timber, cotton
applies for:
grain, fruit, cattle, fish
aristocrat_bonus = see save game file, 1.0 for Prussia in 1836
building_efficiencies = see save game file, 1.0 (iron_mine)
Example:
one 50.000 labourers pop, North German, PE = 80%, RV = 2.5
RGO output = 0.8 * (1.0 * 1.0) * {1.0} * 2.5 * 1.5 * 1.0 * 1.0 * 1.0 / 5 = 0.6 iron per day (0 iron available at the world market)
Example 2:
Danzig, 27.000 farmers, North German, PE = 58%, RV = 1.25, one 100.000 aristocrat pop present
RGO output = 0.58 * (1.0 * 0.75) * {1.1} * 1.25 * 1.5 * 1.0 * 1.0 * 1.0 / 5 = 0.1794 fish per day
Summary:
1)A non-main culture pop only gives 50% output of a main culture pop.
2)Religion and ideology do not effect production output.
3)Capitalists present in a state can give a bonus to the output of all factories in that state.
4)Clerks give a bonus, compared to craftsmen. The best ratio in factories is 2 clerks and 3 craftsmen per factory. The biggest pops to work in factories should get clerks.
5)The level of the factory does not effect production output per pop. The level of an RGO does not effect output per pop.
6)Railroads level 6 give +150% output (factor 2.5) to factories and RGOs, compared to level 0.
7)Aristocrats can give a bonus to RGO output for some resources, when the aristocrat(s) is in the same province.
8)An RGO with a "5.0" resource value produces +300% output, compared to a "1.3" province.
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