Currently the economy of scale formula gives each building after the first in a state a 1% throughput bonus to all the buildings of that type. This makes a lot of sense for urban buildings, but could be improved for resource buildings and agriculture.
Many cities had massive expansion based on specialization and production of just a few different goods. This mechanic for urban buildings is a good way to simulate that.
However consider resource buildings like iron mines. Normally if there is potential in a state for lots of iron mines, then when you open the first mine you choose the best location you can. The worst candidate for a mine will be the last one which is built. This isn't how the game currently works though, in-game the latter buildings are effectively more productive, and the earlier ones are less productive.
Similarly the first forest to be logged will be the one which is best for logging (best wood, etc). The first rice field will be on the best land for rice, and the last place that can possibly grow rice will be the last one you plant on.
My proposal would be to change this formula for throughput bonuses for resource and agricultural buildings. Instead of a 1% bonus to throughput per building, I'd say that if half the capacity is used then production is normal. If every slot is used then throughput is 75% of normal levels. In theory if no buildings are built throughput would be 125%. With a sliding scale between these points. That is, if x the number of buildings built and y is the limit then throughput = 1.25-(x/y*0.5). Manufactories and other town buildings can stay as they are.
I'd treat agriculture as one large pool of buildings. The most fertile land might be good for many different types of goods, but the least fertile would be more limited. The same rationale applies to subsistence agriculture, but for gameplay reasons this might be better to treat it as no building.
Consequences:
Many cities had massive expansion based on specialization and production of just a few different goods. This mechanic for urban buildings is a good way to simulate that.
However consider resource buildings like iron mines. Normally if there is potential in a state for lots of iron mines, then when you open the first mine you choose the best location you can. The worst candidate for a mine will be the last one which is built. This isn't how the game currently works though, in-game the latter buildings are effectively more productive, and the earlier ones are less productive.
Similarly the first forest to be logged will be the one which is best for logging (best wood, etc). The first rice field will be on the best land for rice, and the last place that can possibly grow rice will be the last one you plant on.
My proposal would be to change this formula for throughput bonuses for resource and agricultural buildings. Instead of a 1% bonus to throughput per building, I'd say that if half the capacity is used then production is normal. If every slot is used then throughput is 75% of normal levels. In theory if no buildings are built throughput would be 125%. With a sliding scale between these points. That is, if x the number of buildings built and y is the limit then throughput = 1.25-(x/y*0.5). Manufactories and other town buildings can stay as they are.
I'd treat agriculture as one large pool of buildings. The most fertile land might be good for many different types of goods, but the least fertile would be more limited. The same rationale applies to subsistence agriculture, but for gameplay reasons this might be better to treat it as no building.
Consequences:
- This would make the early game richer and the late game poorer. If the game is well balanced now then that might be undesirable effect. Solutions could include increasing the amount of simple goods needed at low SoL levels slightly to compensate. Alternatively reduce production slightly at low tech levels. Remove the effect at medium tech. At high tech levels add a production bonus (either a new tech, or make existing technologies stronger).
- This would make the strategy of getting lots of immigrants into a small country a less of a good strategy. This would still be a good strategy for the USA with its large sparsely populated provinces. I think that would be a good change.
- This makes some huge provinces in the most fertile parts of India and China even better. Is it worth reassessing if 500+ fertile land is realistic in those provinces and potentially dial them back a little? Or are these just very large very fertile parts of the world?
- This provides some additional small incentive to go out and colonize or conquer other lands. Even if you have extra fertile land at home new fertile land might be more productive (and new mines/forests too). I think this is a positive change.
- This gives additional incentive to invest in all provinces, rather than just focus on a single one. I think that is a good chance.
- More realism. That would be a positive change
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