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Pugman

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What logic does the Capi AI use to decided when/where to build a factory? Does it look at literacy? Population? Infrastructure? Profitability? Is this information available anywhere?
 

CabalTheFriendlyAI

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To put it bluntly, the Capitalist AI is very hit and miss. Sometimes they make reasonable decisions like building a lumber mill in a state with high raw wood RGO output. But they mostly do stupid things like build Luxury furniture factories even though you have none of the resources to speak of to maintain productivity.
 

Pugman

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To put it bluntly, the Capitalist AI is very hit and miss. Sometimes they make reasonable decisions like building a lumber mill in a state with high raw wood RGO output. But they mostly do stupid things like build Luxury furniture factories even though you have none of the resources to speak of to maintain productivity.
Yes, I have noticed they don't seem to factor in the RGO goods when choosing a location. My bigger concern, however, is that they often don't want to build at all. Trying to pinpoint the reason behind this requires tedious testing. Some basic info to help the player make the right decisions would be great.
 

RoboCzar

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They aren't building in this HoD 3.01 because of a bug where factories stop paying salaries to capis and workers. You have to save/reload to fix it and check your factories every few minutes to make sure they're still paying out.
 

Pugman

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They aren't building in this HoD 3.01 because of a bug where factories stop paying salaries to capis and workers. You have to save/reload to fix it and check your factories every few minutes to make sure they're still paying out.
I don't argue that this is an issue, but what is happening in my games is they will eventually start building but much later than they used to. Playing as USA it's the 1860's before they'll build any factory at all. Once they do start it seems to be ok from that point, though. Why would this issue be causing a delay as opposed to breaking it altogether? And what does paying workers have to do with new factory construction?
 

Thanik

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Capis don't build factories if less than 70% percent is employed in existing factories.

So when factory don't pay salary to workers,
there will be no new workers inside,
so no more factories...
 

Wizzington

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It's a very complex and well-written algoríthm based on goods demand, recent sales, closed factories and player data mining that determines which exact factory you least want them to invest in, and then builds that.

Seriously though, they mostly look at demand, available workforce and current factory employment. Since HoD they will also try to avoid factory types that are empty in other states or which recently closed down/went bankrupt. They should also consider synergy bonuses.
 

enf91

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It's a very complex and well-written algoríthm based on goods demand, recent sales, closed factories and player data mining that determines which exact factory you least want them to invest in, and then builds that.

Seriously though, they mostly look at demand, available workforce and current factory employment. Since HoD they will also try to avoid factory types that are empty in other states or which recently closed down/went bankrupt. They should also consider synergy bonuses.

Do they also factor in availability of inputs? If there's a global shortage of tropical wood, luxury furniture factories might not produce anything no matter how high the price is.
 

Pugman

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It's a very complex and well-written algoríthm based on goods demand, recent sales, closed factories and player data mining that determines which exact factory you least want them to invest in, and then builds that.

Seriously though, they mostly look at demand, available workforce and current factory employment. Since HoD they will also try to avoid factory types that are empty in other states or which recently closed down/went bankrupt. They should also consider synergy bonuses.
Ok, thanks for the explanation. I guess the only thing the AI looks at in an empty state when determining whether to build there is available workforce then? Which would mean the solution is to improve literacy and maybe NF craftsmen?
 

RoboCzar

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Seriously though, they mostly look at demand, available workforce and current factory employment. Since HoD they will also try to avoid factory types that are empty in other states or which recently closed down/went bankrupt. They should also consider synergy bonuses.

Is this moddable anywhere? I'm pretty sure I could fix it.
 

EUnderhill

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Do they also factor in availability of inputs? If there's a global shortage of tropical wood, luxury furniture factories might not produce anything no matter how high the price is.

I would figure ones rank in the buying order can change to quickly to make that a workable factor.
 

Wizzington

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Do they also factor in availability of inputs? If there's a global shortage of tropical wood, luxury furniture factories might not produce anything no matter how high the price is.

Yeah.

Ok, thanks for the explanation. I guess the only thing the AI looks at in an empty state when determining whether to build there is available workforce then? Which would mean the solution is to improve literacy and maybe NF craftsmen?

Having unemployed craftsmen would help, but is probably not necessary. As long as the state has people that could promote to craftsmen, they're probably gonna build something there. They also look at synergy bonuses in HoD.

Is this moddable anywhere? I'm pretty sure I could fix it.

No, it is hardcoded.
 

TheChronoMaster

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It's a very complex and well-written algoríthm based on goods demand, recent sales, closed factories and player data mining that determines which exact factory you least want them to invest in, and then builds that.


I knew it, Wiz has been teaching capitalists how to troll this whole time!
 

El Greco

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This is nice, hope it works as intended. As a secondary suggestion I´d ask for the industrial NF to have much more impact on Capi AI decision.

Actually a better idea would be that the impact would be function of the economic policy. Interventionism -> higher impact, LF -> less impact, or something like that.
 

eleinvisible

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No, it is hardcoded.
If you guys get time, it would be fantastic if you could export some part of the capitalist decision AI into a lua script such that modder's could override default behavior. No idea if this is possible, but it'd be fantastic.
 

Slym

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I had a game as Japan where I started out with state capitalism after I civilized, and had factories with throughput bonuses by only building in 4 states, and leaving the rest blank. At some point the capitalists got enough money to make factories, and just kept dumping factories I already had in provinces that couldn't support them, leaving me to either subsidize them, or demolish them if I didn't want a crapload of unemployed craftsmen just hanging around.