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King

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I do understand its your game, but there must be a way for the non GPs to resist the SoI, right? The AI follows no house rules.
It makes playing as a non GP too limiting. Its not an issue for the likes of Belgium or Mexico that can reach GP status quickly but for the likes of Greece or a German minor....

There is no way to resist an SoI
 

King

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Sorry to ask on this thread, since it was an earlier update, but how exactly will GPs now form alliance blocks? Is there a logic to what countries would ally with whom (based on prestige/infamy/trust/culture/etc.), or is it random?

real politic
 

King

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Random, though important question. Will the new patch be save game compatible?

I've played on the slowest speed since day one, and I work, so I've still yet to actually complete a game. Only made it to 1880 so far. Would be a shame if all that goes for naught when the patch comes out. Though it's completely understandable.

We tend to say no to this. It might be, but we always advise you to start a new game when a patch comes out.
 

King

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Oh, no wonder I couldn't find the leaders! :rolleyes: That would certainly explain the occasional lemming phenomenon of dying in bunches.
But how are the names generated? Those must be stored somewhere.

The first names and surnames are in the culture database.
 

King

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And there he is, supplying useful information 'round the clock.
And some people complain about P'dox community relations . . . . ;)

I am down to do a podcast in an hour's time (8pm EST is great if you live a bit closer) so I am currently just crusing the internetz to stay awake.
 

King

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Nice, what podcast? Is it public/ is there a link?

It is the Three Moves Ahead one. Due to record tonight and should be out tomorrow. However, anything could go wrong so that's why everything is conditional.
 

King

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A bug in world market code was nailed down on Monday leading to another economic rebalance. Work has been done on the inputs and outputs of factories to allow them to be profitable (some simply couldn't manage it under anything other than ideal conditions).
 

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Nice try at justifying crazy behaviour by factory managers :)
IRL what firms do to claim higher market share (if they are more efficient) is sell at a lower price, not throw away unsold production. This forces down the market price and hence drives out less efficient producers until the market capacity (reducing due to dropouts) matches the volume of demand (increasing due to lower prices).
This brings me to my other pet peeve about economy in V2 1.1, which is that prices are set by reference to potential demand (what pops would like to buy if they could afford it) and not effective demand (what they actually can afford to buy). This leads to (for instance) high price for fertiliser, due to potential luxury good demand from numerous farmers. In turn this leads to overbuilding of fertiliser factories by the AI, so that there is persistently very low percentage of fertiliser produced that is actually sold, leading to many fertiliser factories losing money and a few barely breaking even, but demanding truly excessive amount of inputs (because so much more fertiliser is made than is sold).
So large potential demand -> high price -> high production -> high demand for input goods.
The net effect is that the input goods factories and RGOs make good money and the end factory is a loser (but often built by the AI).

You really should amend the price formula to reflect effective demand (e.g. use yesterday's actual purchases not todays potential demand), so that the AI won't build the wrong factories so often.
Of course if you do this (which you should), the inefficiencies of factory production process will become even more glaring (because not now covered by grossly overstated prices).

We've done some major work ont he facotry building AI to make it better.
 

King

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Wait....

So if 1000 goods are bought from the market, and there are 10 factoris producing 1050, the total number of purchased goods is actuallly 10x 1000? How does that work?

Dont factories always sell to the domestic market first(including SOI) and then exports it to the world market? This has always been what people were saying in previous threads on the topic.

Yes the factories sell to the internal market on day 1 and any excess is sold onto the world market on day 2. If it over produces for the internal market it will recieve a percentage payment on the total goods sold. If internal production is fully sold and then not all the exports are then it will be paid 100% of its internal production and a fraction of the WM sales.
 

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How does this relate to RGO sales? Let's say I have problems getting iron for producing a factory while I have an iron mine in one of my provinces, and there is no demand for iron besides the demand for building my factory. Because after a few months it managed to get around 2/3 of its demand (seems a little was available on the WM or something, not sure where it came from). I must also note that there is a severe shortage of iron on the WM.

It is the same with RGOs, but I have playing around with iron supply to stop that happening as much.