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TheDarkside

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I noticed two potential issues during my game last night:

1. I am loving how the outliner is showing me the factories the AI is building however last night I was noticing that many factories which were being built never actually appear. So I looked into it and I notice that the factory finishes construction and then almost immediately shuts down and then disappears completely - are they even able to scrap factories completely like that? I thought they just shut down? And this happens literally within a day or two of construction. It's like oh look we spent 2 years building this guy and judging by the lackluster performance of our first day of operation we are now shutting down. :D

2. I use promote bureaucrats to turn colonies into states, I notice the usually behavior is that there is a slow and steady rise to the % of bureaus until I get the 1% I need. I did this for Michigan, Wisconsin, Kansas. But then I do it for Iowa and Nebraska and the % of bureaus never goes over 0%. Even if I leave it for a very long time it just never budges, while the other colonies I did this on it begins to rise immediately.
 

Chris8b

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2. I use promote bureaucrats to turn colonies into states, I notice the usually behavior is that there is a slow and steady rise to the % of bureaus until I get the 1% I need. I did this for Michigan, Wisconsin, Kansas. But then I do it for Iowa and Nebraska and the % of bureaus never goes over 0%. Even if I leave it for a very long time it just never budges, while the other colonies I did this on it begins to rise immediately.

I noticed that as well. When I watched the POPs, it appeared they were promoting non-national POPs which do not count towards being able to claim statehood.
 

curtis

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I noticed that as well. When I watched the POPs, it appeared they were promoting non-national POPs which do not count towards being able to claim statehood.

Seems like a good game mechanic to prevent France, for example, from turning Senegal into a state.

But for the US, seems like you'll need to wait until a significant amount of the immigrants need to be "Yankified" before attempting to promote bureaucrats. Not something I'm opposed to since it means a gradual admission of new states even if it might not be in historical order, necessarily.
 

Letar

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1. I am loving how the outliner is showing me the factories the AI is building however last night I was noticing that many factories which were being built never actually appear. So I looked into it and I notice that the factory finishes construction and then almost immediately shuts down and then disappears completely - are they even able to scrap factories completely like that? I thought they just shut down? And this happens literally within a day or two of construction. It's like oh look we spent 2 years building this guy and judging by the lackluster performance of our first day of operation we are now shutting down. :D

Under Laissez-faire this tends to happen.
 

OHgamer

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I am surprised by the tendency of non-national POPs to promote.

if you feel this is happening too fast, these can be modded in the full release by making tweaks to the file common/pop_types or the files in the poptypes folder for the individual work classes.
 

TheLand

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if you feel this is happening too fast, these can be modded in the full release by making tweaks to the file common/pop_types or the files in the poptypes folder for the individual work classes.

Hmmmm.... I wouldn't like to generalise from my experience with the demo!

I can see the way you might want Byelorussians to promote to Craftsmen in the Russia Empire could be rather different to the way you want Afro-Americans to promote to Capitalists in Louisiana.

I'll keep an eye on things when I'm running a full game...
 

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Factories should maybe have their own cash reserves, or use the cash reserves of the capitalists to pay for a couple of days of lost sales. I have the impression that constant revenue is not possible.
 

TheLand

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Factories should maybe have their own cash reserves, or use the cash reserves of the capitalists to pay for a couple of days of lost sales. I have the impression that constant revenue is not possible.

You can offer them subsidies to keep them in work - seems to be a viable strategy if the factory makes a profit some days but not others. Means that the craftsmen stay craftsmen and don't migrate so you have more capacity available when you get the next industry invention which makes your factory more profitable...

I managed to do this by clicking the closed factory to get it to open.
 

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I've noticed some quick factory closings as well. But I've also seen one close and still be available to re-open, rather than disappearing altogether. Where is the distinction made?

As a side note, I'm also fairly certain that I've seen some factories open and immediately and automatically begin receiving subsidies which allows them to stay afloat. I'll have to check this when I get back from work. Anyone else notice these things? Or am I just cracking under the pressure of the wait for the full game...
 

Baneslave

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As a side note, I'm also fairly certain that I've seen some factories open and immediately and automatically begin receiving subsidies which allows them to stay afloat. I'll have to check this when I get back from work. Anyone else notice these things? Or am I just cracking under the pressure of the wait for the full game...

I saw the same thing, so you are not completely crazy. Or perhaps both of we are. *tinfoilhat*
 

TheDarkside

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I've noticed some quick factory closings as well. But I've also seen one close and still be available to re-open, rather than disappearing altogether. Where is the distinction made?

As a side note, I'm also fairly certain that I've seen some factories open and immediately and automatically begin receiving subsidies which allows them to stay afloat. I'll have to check this when I get back from work. Anyone else notice these things? Or am I just cracking under the pressure of the wait for the full game...

Yes I have noticed the second issue as well, when I started subsidizing factories, then new factories automatically came with the subsidizes checkbox on. Unexpected behavior if you ask me.

The factory immediately closing thing is too extreme in my opinion. It only seemed to start happening when I lost the ability to open/close factories (went more laissez faire) but that could only be coincidence. I really think factories should stick around longer to determine if they should be shut down due to unprofitable performance for first day or two of operation.

I did the same thing as you, I subsidized my poorly performing factories - particularly the fabric factories were doing terrible because of cotton prices and low fabric export prices and poor infrastructure. But as all this went favorable in just a few weeks these factories are now my most profitable.

No capitalist is going to invest so much time and money into a project only to shut it down if it does not produce immediate profits
 

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This is being tweaked in 1.2.

First of all, capitalist are now better at selecting factories that actually make profit.

Second, factories that are closed are only deleted if there are a) more than 2 factories in the state and b) if there's more than one closed factory(both values can be tweaked in defines.lua)
 

Letar

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Second, factories that are closed are only deleted if there are a) more than 2 factories in the state and b) if there's more than one closed factory(both values can be tweaked in defines.lua)

And I believe this is only under Laissez-faire policy?

EDIT: I mean factories should be deleted only under laissez-faire.
 
Last edited:

Niptium

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This is being tweaked in 1.2.

First of all, capitalist are now better at selecting factories that actually make profit.

Second, factories that are closed are only deleted if there are a) more than 2 factories in the state and b) if there's more than one closed factory(both values can be tweaked in defines.lua)

I disgress here but Tegus has the most wonderful icon ever. It's like I could lick it. Wow.