Great - but will factories still produce to max capacity and throw away the unsold goods?
If they make money doing it then yes. To try and force outer people out of the market.
Great - but will factories still produce to max capacity and throw away the unsold goods?
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.
Nice try at justifying crazy behaviour by factory managersIf they make money doing it then yes. To try and force outer people out of the market.gamer42_au said:will factories still produce to max capacity and throw away the unsold goods?
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).
There are no counters. But for the next patch, if you zoom out enough, you can see the units as flags, which is kind of like counters. If you know EU3, then you'll know what I'm talking about.I don't know if this has been mentioned before, but could there possibly be a set of counters to represent armies like there was in vicky1 (like the ones in HoI)? I find that I am thoroughly enjoying myself right up until I am reminded that my armies are made up of 1000ft tall super giants wearing late 19th century military uniforms.
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 playing around with that value and we are also working promotion logic as well.
Of course, but it is a game about a period in history where some countries industrialised and dominated the world and other didn't and became also-rans.Just one thing to add.
Its a GAME, not the Living Earth Simulator Project.
Thank You.
It would be great if, a week or so before any of the other nations has enough influence to initiate an action that negatively affects you, their flag gets a red frame around it (or some other form of highlight).It only shows your influence in the outliner, the others influences are shown in the tooltip. You'll see two flags though(both FRA and AUS)
I suppose that depends on what you mean by Iran. A godly entity (ie a player in V2) would have looked at the situation and done everything they could to rid the country of foreigners as the foreigners were pushing bad policy on Iran for the benefit of the GP. But the ruling elites loved the incredible wealth and prestige this brought them, so no matter how bad it was for Iran, the advisers stayed. Or are you working under the assumption that the player is actually the shah and should have total control over such things?
This was touched on by someone else in a thread a couple of weeks ago in a slightly different manner.
They described a development of SoI in the later game where SoI was affected by a country's political position, and in particular a marked change to a more extreme government. IE communism.
I felt it could a potentially very interesting development.
If they make money doing it then yes. To try and force outer people out of the market.
As I understand the system, all factories sell exactly the same proportion of their output (for simplicity:wackoExcept that this actually lowers profits by the factory. And it doesnt seem to do what you are trying to make it do.King said:If they make money doing it then yes. To try and force outer people out of the market.
Let us say only 1000 wine is bought from the market at all times. Your factories produce 200 at full capacity, but due to things like SOI/prestige only 150 of the 200 is ever sold on the market, the other 850 is sold domestically in SOIs or by other higher ranking GPs.
The extra 50 liquor is produced, makes no money, and thrown away at a loss day after day. How does this force people out of the market? The other factories will continu to buy 850 liquor from their SOI domestic markets or from GPs with more prestige. They will never buy the extra 50 from you. The factories will continue to operate at a loss.
If total purchases are 1000 and there are 10 factories each producing 1050 (so total 10500 made), then each factory will only sell 100 units (for total sales of 1000 = total purchases), with the other 950 per factory being thrown away.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.
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.
If total purchases are 1000 and there are 10 factories each producing 1050 (so total 10500 made), then each factory will only sell 100 units (for total sales of 1000 = total purchases), with the other 950 per factory being thrown away.
This was in a dev diary, so may have changed since.
SoI and prestige only matter when a good is in short supply (volume available less than volume that would be purchased at market price).