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De_Genius

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In my recent game as Argentina I have conquered most of SA and made capitalists in the most populated areas.
Usually my capitalists save up some money to spend on RR or factories, but now they tend to save up around 100 and then drop it to 80-60-40 and then over again.
They also get 88% of the luxuries when below 100, and 0% when at 100.

What can I do do prevent this ? it keeps holding me down, since they never build the new generation of RR or new factories. I have LF/FT, so I do anything regarding the factories.
 

Orm

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By the sound of it, you've promoted too many capitalists. Capitalists do not magically generate money on their own, but have to share the income from your industries. The more there are, the less they each get, and with new luxury goods coming on the market and needs rising over time they get a harder and harder time to fulfill their needs.
 

RELee

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Could be that. Or, it could be his Commerce tech has outrun his Industrial Tech, and his POPs are demanding more than he can realistically produce. Right? :)
 

RoyalArk14

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I have the exact same problem with my Persian capis (note, play Persia and civilize in VIP...awesome). But my industrial level is 11th in the world, but I have 3 capis worth 60,000 each. However, my industrial and commerce is more or less the same. How wide must the gap be to cause this problem?
 

RELee

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RoyalArk14 said:
I have the exact same problem with my Persian capis (note, play Persia and civilize in VIP...awesome). But my industrial level is 11th in the world, but I have 3 capis worth 60,000 each. However, my industrial and commerce is more or less the same. How wide must the gap be to cause this problem?
I can't give you a ratio formula to follow or anything like that. And there are simply quirks in the game engine, so bear with.

My tech plan is usually a follow my gut kind of plan, but generally speaking I will tend to have industrial and commerce about equal, with the army and naval leading by a level or two most of the time. The cultural techs tend to trail a bit, unless I'm really high up in total ranking, like 1st, 2nd or 3rd, when you will catch me trying to gain prestige from cultural techs. :eek:o

I try to not increase my railroad tech to the next level until my capitalists have built the current RR tech in all my home provinces. It keeps them from becoming confused. Again, none of these are hard, fast rules. They are more like general guidelines that I will break whenever I feel like it.

If I'm laissez faire, and my capitalists are not wanting to build stuff, I start playing with the tax rate on rich pops. If I'm taxing zero, and they are not building, I try raising taxation up to 25% and leaving it there for a month or three. If that doesn't seem to help, I may drop it by half or even raise it by another 50%.

I check the goods that are not being filled for my capitalists. If it happens to be a good that I can gain by conquest, then I start making plans. If it requires a factory build, it can get to be a bit more tricky.

With the latest version of Vicky and Ricky, I no longer get into the rush of industrialization that I would do back in the old days of 1.03c. I don't typically start upgrading my pops to craftsmen and clerks until I have researched and built the first two or three levels of RR. I also tend to not upgrade pops in the following RGO's (others help me if I miss one or two, or argue if you don't agree :D )

Sulphur
Iron
Dye

By the same token, industries such as glass are important enough as a needed resource that I may populate a new glass factory immediately if I see that lack of glass is a problem with my pops. Remember that feeding your pops their needs from your own factories is better, and cheaper, than forcing them to get their goods from the world market. You have to watch for those things, and there is just not a hard and fast rule for these things. You have to monitor your pops and their demands and then determine, is this a need they can afford from the world market, or do I need to help by producing the good myself?

Also, remember, imposing tariffs, in game terms, is a sometimes evil that must be abolished as soon as possible in most games. Tariffs cause goods purchased by your pops to cost more, which may not leave them enough money to purchase another good that they really need. If they spend all their money getting goods, there is nothing left to use to build factories and RR.

And, to be as honest as I know how, sometimes none of these things work for a while and I sit there with a vacant expression trying to figure out what I'm doing wrong, when suddenly for no reason I can discern the capitalists start building again. :confused:

Sad but true. ;)
 

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RoyalArk14 said:
I have the exact same problem with my Persian capis (note, play Persia and civilize in VIP...awesome). But my industrial level is 11th in the world, but I have 3 capis worth 60,000 each. However, my industrial and commerce is more or less the same. How wide must the gap be to cause this problem?

It's not the gap per se, it's how much your capi POPs are making each day from their cut of the export income, and how much it costs them to buy their needs. If you don't produce the goods they need (and export them to the WM, your POPs get first crack to buy the goods you put out into the marketplace, and do not pay tariffs on the domestic quantities they buy), they have to import it from other countries, and if you have tariffs, that raises the cost of those imports.

All that is after you take a cut of their daily income via taxes.

So to give a hypothetical

Daily income for a capi pop is 50.00

30% tax takes 15.00, leaving it 35.00

the cost to purchase the amounts needed (including additional cost in tariffs to pay for the needs they have to import in) for their needs must be less than 35.00 for the capi to have money left over to put into reserves.

If the daily cost to fill needs are less than the 35.00, the extra goes into reserves.

If the daily cost is more than 35.00, the difference is made by taking money out of reserves or buying all they can until they hit 0 income for the day. In either case, no reserves are being build up to allow the POP to be in a position to start a railway or factory.

The biggest causes for players falling into a cycle where capis no longer receive enough export income to cover their needs are

1) Quatities of needs demanded rises faster than economic growth, thus more of the daily income needs to go to buying needs, until such point that the cost to buy is more than the income made. Because in Revolutions quantities of goods needed to fill needs is proportional to the number of industrial and commerce techs researched (so that full quantity demanded is reached when all 60 techs are researched), if you rush the commerce and industry techs without expanding your export amount by a similar rate, the result is a demand/income scissor that cuts off reserve growth.

2) goods that were not available on the World Market for your POPs because they were either not produced at all or not produced in quantities to allow your POPs to buy given your overall ranking in the game (higher ranked nations get first dibs on WM goods produced by nations other than their own) suddenly become available either due to the beginning of prodution of other nations creating supply that allows you to buy given your overall ranking, or you yourself start producing the goods and putting them on the world market, and your POPs get first chance to buy them.

Biggest culprit in this are the really expensive luxury toys - cars and, in base Victoria but not VIP, airplanes. Those are really expensive when they first come on the market because demand is almost always higher than supply, and if your capis are in a position where they either can buy your production first or your nation is high enough ranked they can import them in, the potential hit to their reserve income can be huge, and magnified if you put high tariffs on the goods.

Solution - focus on rapid production expansion in the couple decades before these new goods generally start appearing (usually 1890s) so that your capi POPs are making huge daily increases in reserve income and thus will have plenty of extra income for making the new, expensive purchases.

And note here having very large capi POPs can be the worse thing. Quantity of good demanded for a need is based on the formula base need * (pop size/100K). So if it says a capi pop has a 1.2 demand for cars, IIRC if that capi POP is 100K in size, it will try to purchase 1.2 cars, which given that they run in the 150-180 pound range per car, means they need something approaching 200 pounds in free reserve income to cover the cost when they become available. If their reserve margin isn't that big before the cars come on the market, then the capis will dip into reserves until they fall to below 100, at which point no POP buys luxury needs, reserve income builds back over 100, capi buys lux needs, putting reserve back below 100, and you end up in the dreaded luxury need reserve loop that is very difficult to break, esp if you have a laissez-faire party in power. This is why small to medium sized capi POPs are better in the long term unless you are playing an economic juggernaut, you reduce the risk of getting caught in the lux need warp come the 1890s.
 

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RELee said:
And, to be as honest as I know how, sometimes none of these things work for a while and I sit there with a vacant expression trying to figure out what I'm doing wrong, when suddenly for no reason I can discern the capitalists start building again. :confused:

Sad but true. ;)

Most likely that is due to cars or some other expensive good either not reaching the market from another nation (perhaps building tanks so need the cars as inputs) or changes in the balance of overall rankings knocks your nation out of having access to whatever expensive toy is putting the squeeze on your capis reserves.
 

De_Genius

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wow.. I never thought the demigodly OHgamer would take the time to answer my humble question ;)

I am expecting the damn airplanes to be the culprit. I am currently producing my own cars, but not airplanes yet. The radios arent out yet, so it is only the airplanes I can think of.

But the problem is that I cant get a plane factory when they dont have money, and they dont have money when I dont produce airplanes :(

I will try to lower their taxes to help them out a little, and make sure that I have all other ressources they need domestic.
 

Redhead

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You can also subsidize your foreign trade

Hello people :)
Did anybody notice that you can also subsidize your foreign trade by setting negative tariffs ? It really helps when the expensive goods like cars and airplanes become available. What you need to do is accumulate a big cash reserve (taxes + tariffs) and when it is big enough (from experience - several hundred thousand pounds) you set rich taxes to zero and tariffs to a negative amount (as far as it goes). Then you just watch your cash disappearing and cash reserves of your capitalists going up. Of course it works only when your cash amount is big enough. After all you have to be able to keep subsidizing long enough for capis to start build again. No wonder it works best with L-F as the capis' cash reserve needed for new construction is the lowest (= the shortest period of subsidizing = lowest cash amount needed before you start).
I got this idea when I saw the text which appears when you hover your mouse over the tariffs slider. It tells you that you can subsidize goods which are too expensive for your people to buy. So I don't think it's gamey if the developers themselves suggest it :)
 

Orm

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Redhead said:
Hello people :)
Did anybody notice that you can also subsidize your foreign trade by setting negative tariffs ? It really helps when the expensive goods like cars and airplanes become available. What you need to do is accumulate a big cash reserve (taxes + tariffs) and when it is big enough (from experience - several hundred thousand pounds) you set rich taxes to zero and tariffs to a negative amount (as far as it goes). Then you just watch your cash disappearing and cash reserves of your capitalists going up. Of course it works only when your cash amount is big enough. After all you have to be able to keep subsidizing long enough for capis to start build again. No wonder it works best with L-F as the capis' cash reserve needed for new construction is the lowest (= the shortest period of subsidizing = lowest cash amount needed before you start).
I got this idea when I saw the text which appears when you hover your mouse over the tariffs slider. It tells you that you can subsidize goods which are too expensive for your people to buy. So I don't think it's gamey if the developers themselves suggest it :)


Hello Redhead! Welcome to the forum. :)
I think many have noticed it, but I can't really say I've heard very many people use it. I don't think it's gamey at all. You are paying for it after all. :)
 

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OHgamer said:
It's not the gap per se,...

Excellent post Mr. OHgamer!! This information isn´t in vickywiky and anyplace, I´m very thankful. I didn´t know that capis increase their goods demand with your comerce and industrial technology level.

An issue, I don´t know where you have take the formulaes and, specially, from where place the vickywiky editors have take the formulaes of pob incomes, industrial production etc. I´m interested because I like to put them in my victoria fansite, but I like to chek all first.

Thanks, the post is realy useful.
 

OHgamer

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Have posted my explanation of the capitalist sudden halt to building problem at Vickywiki under the Capitalist FAQ
 

RoyalArk14

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Speaking about economics and supply and demand, I have been wondering about a very important aspect that I haven't noticed, but might be there. Can you blockade an enemy's economy? In other words, let's say I am playing as Britain and want to strangle the German economy, is there anyway for me to prevent them from getting some of their needed goods so their economy slows down and as a result I can break them? Or is the only way to win a war is through brute force or high militancy?
 

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RoyalArk14 said:
Speaking about economics and supply and demand, I have been wondering about a very important aspect that I haven't noticed, but might be there. Can you blockade an enemy's economy? In other words, let's say I am playing as Britain and want to strangle the German economy, is there anyway for me to prevent them from getting some of their needed goods so their economy slows down and as a result I can break them? Or is the only way to win a war is through brute force or high militancy?

You can blockade colonies, by putting ships outside them. But I think the possibility of direct economic warfare stops there. Of course if you have near monopoly on some goods, you can stop selling them if you can afford to.
I wish there was something more, even if it was only as simplistic as letting relative naval power affect prices on the WM during war. Fightning against the UK would be a killer then. :D
 

RoyalArk14

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Shame, but thanks for your input. But I wonder if there is a mod or someone could develop it so you can do economic warfare. But true, it would be a nightmare fighting against the Brits, lol. But without it, I think navies are tad bit redundant as they can only try and make sure that you don't get invaded from the sea. Or is there something else that navies can do, lol. You can probably tell that I stick to the land more than anything else.
 

OHgamer

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RoyalArk14 said:
Shame, but thanks for your input. But I wonder if there is a mod or someone could develop it so you can do economic warfare. But true, it would be a nightmare fighting against the Brits, lol. But without it, I think navies are tad bit redundant as they can only try and make sure that you don't get invaded from the sea. Or is there something else that navies can do, lol. You can probably tell that I stick to the land more than anything else.

AFAIK there are no mods, and it would not really be possible since the only real way to make a blockade of the kind Germany faced in WWI have any resemblance would be to cut off a nation's access to the world market, and there really are not any event commands that would allow that, since there are no commands (that I can recall off the top of my head) to check for dominance over a sea zone.

The only thing that might be possible would be to use the trigger stronger_navy so that if an enemy power has a stronger navy than you, you would suffer, say a 90% decrease in factory output to simluate loss of resources from overseas. But that would be a very blunt tool to approximate the effects of a blockade and not be able to take into account ocean control immediate to land.

Blockades will hopefully be something that a next-generation Victoria wil be able to better simulate, and reading the latest Development Diary for Rome, it appears to me that some new ideas re blockades are being created that could be the basis for developing a system that would be good for simulating the potentials for blockade in the 19th and early 20th C, should Paradox consider developing a game based on the Victoria time period with their new engine developed for EU3 and now Rome.
 

De_Genius

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just wanted to make an update regarding my game.

I lowered the taxes to around 10%, which gave my capis a sensable income without ruining me completely. They started building factories and RR again, which created more export which allowed me to raise the taxes again.
What really made the economy turn around was the invention of Electrical Lighting which increases the work hour efficiency by 20%. This really exploded my production which helped me to get things running smoothly again. I assume that the time that the capis start losing money will occur in the 1880's or so which is 15 years before Electrical Lighting can trigger. If you can survive until 1895, this should do the trick.

The idea of subsidizing my population I am not a great fan of. The negative tariffs also makes the other pops save up money, which means that I am spending money on nothing. It feels like shooting moles with artillery, too excessive means for a goal.
 

Redhead

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The idea of subsidizing my population I am not a great fan of. The negative tariffs also makes the other pops save up money said:
I agree, it's quite an excessive measure. I used it only in one game and it was some time ago. I was desperate for the railroads and new factories and I had L-F government I could not get rid of. I set taxes to 0 but it was not enough, so I went with subsidies. It worked then and after some time and with new factories the capis started to save the money again. Now I would probably change government to interventionism or to state capitalism (I learned some tricks since).