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Nice screenshot. I trust that when the fascists form their republic, one of them can spell. It is 'Britannia'. not 'Brittania'.:D
Maybe their literacy level was too low? :D

And the round towers look like the Redoubt image from Vicky 1. Which is interesting, because I don't think Britain had any fortifications in 1. And why a factory model? Surely the map'd end up covered in them.
If some people don't like them, it would be good if they could set them off from the settings. So that the map would show only the things they want to see.
 
And why a factory model? Surely the map'd end up covered in them.

Which I think would be a really cool way of having the map evolve as nations industrialize. I'm still missing visible railroads though.
 
Looks good so far, a nice move towards a more free-market-model and real private initiative. Hopefully it works as it is supposed to. Maybe we will finally see endogenous crisis´ when a lot of capitalists have the same Idea to invest in a special branch and suddenly supply exceeds demand heavily...
(Though this is still a very abstracted modelling of a crash/bubble - I´d prefer it rather than having none)

A question though: Will factory-maintainance be determined per factory-type or as a blunt abstraction that every factory requires the same amount of maintainance-goods? Will it be moddable, so that I could for example make a factory require Cement + Machine-Parts + Steel (or, if I added the ressource, energy?) ?
 
I like the sound of what's happening so far, the changes all make so much sense, and should make for excellent gameplay. It's also good to hear how you're tweaking things around as you go, making sure things work. Nothing beats trying something out.
 
I loved the economic system in V1, but there were some things that annoyed me. It seems like all will be well in the second installment. Keep up the good work Paradox and have a great Christmas/New Year.
 
A question though: Will factory-maintainance be determined per factory-type or as a blunt abstraction that every factory requires the same amount of maintainance-goods? Will it be moddable, so that I could for example make a factory require Cement + Machine-Parts + Steel (or, if I added the ressource, energy?) ?

Depends what we need.
 
Depends what we need.

What an egocentric perspective :eek: I think he has worked too much on heartless free-market-models and lost the solidarity with us modders... cruel!

:D
 
Which I think would be a really cool way of having the map evolve as nations industrialize. I'm still missing visible railroads though.

Nnnyuh... you've got a point. But it'd be kind of weird for me if the London industrial complex looked the same as a single Siberian dye factory consisting of three shacks pushed together. Maybe if they were smaller and grew more numerous/complex/larger with increasing density of industry?
 
(...) POPs get money based on what they do. Thus, workers in a factory get paid based on the profits from the factory. The factory earns profits, which, in true socialist fashion, are divided up amongst the workers and Capitalists in the state (based on a formula we are currently tweaking and balancing.) (...)


Would that formula be variable? I mean, the more socialist your economy is the more share for workers? That would make of party-on charge and laws or trade-unions relative force more important yet.
 
Capitalists continue to have the effect of reducing factory inputs regardless of the government economic policy. So they still have a, more limited, role in command economy.

Like being shot in the back of the head in an alleyway?

If some people don't like them, it would be good if they could set them off from the settings. So that the map would show only the things they want to see.

I'd say that's a possibility, like how in EU3 you can turn off the trees and shadows, however I'd personally have them on.

Which I think would be a really cool way of having the map evolve as nations industrialize. I'm still missing visible railroads though.

Yeah I really hope thats in... it was pretty straightforward in CIV4 to have railroads how, and anything Firaxis can do, PI can do better...
 
Would that formula be variable? I mean, the more socialist your economy is the more share for workers? That would make of party-on charge and laws or trade-unions relative force more important yet.

You could always just go for minimum wages?
 
Will the formula for the distribution of profits from the factory take the unemployment into consideration?

I mean with low unemployment the workers should get a bigger cut (higher wages) and vice versa. Overall I think the fact that it isn't the state that buys all resources is great!
 
When game developers in other companies say they have contact with the community its usually answering a few questions from a gaming site collected randomly from a forum after a few months time.

I just shouted over the office to our 3D guy and he says his plan, as the moment, is three different fortification icons to help differentiate different levels.

This is why the Paradox contact with it's community is unique and in a class of your own.



Depends what we need.
Wouldn't the most logical way to do it to have a factory require say a set percentage off its initial construction cost in maintainance?
 
Will the formula for the distribution of profits from the factory take the unemployment into consideration?

I mean with low unemployment the workers should get a bigger cut (higher wages) and vice versa. Overall I think the fact that it isn't the state that buys all resources is great!

Not directly. Essentially if there is low unemployment demand will be higher and thus the factory earns more money, so the workers will earn more.
 
Craftsmen are your workforce and increase both inputs and outputs of a factory.

Just to be clear: with "increasing inputs", you mean, that if I add a Craftsman to a factory, the factory needs more inputs for productions. It doesnt mean, that in some magic way the input stock is doubled or something else?

Cheers, Phelan
 
Just to be clear: with "increasing inputs", you mean, that if I add a Craftsman to a factory, the factory needs more inputs for productions. It doesnt mean, that in some magic way the input stock is doubled or something else?

Cheers, Phelan

No what it means is this. If I double the number of craftsmen I double the output of the factory. I also double the required inputs of the factory at the same time. We did argue about the this in the office, perhaps throughput would be more accurate term?