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JoeGiavani

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th3freakie

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Ok then, thanks! I shall have to make escuses to conquer Uruguay and expand my influence in all the continent. If it can't be diplomatic, it will be military.

Another thing - what tech is it the one I need to expand in the Amazon? Can't seem to find it anywhere.
 

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I'm not sure what life rating it has, but either Medicine, Machine Guns or Nationalism & Imperialism (in that order). I think there's a 4th one too, can't remember which one.
 

th3freakie

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th3freakie

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Extra questions!

1) I've got an event giving me a free division when I was already maxed out on Brazilian divisions. But the division isn't anywhere! I've got the "flag" for undeployed division, I've got the penalty, but I can't deploy it anywhere.
The reserves tool says I've got one division in reserve, but I can neither mobilize it or remove it from reserve... :mad:

2) An economic issue I don't understand: When I promote a farmer POP working in a 3£ food RGO and put it working in a factory as a craftsman, I actualy make less money in taxes... what gives?
 

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1) Click on the mobilization box. The one where you have the options to increase mobilization pool and such, click on the box surrounding the buttons.

2) Not sure, I'll let OHgamer answer this one.
 

OHgamer

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th3freakie said:
2) An economic issue I don't understand: When I promote a farmer POP working in a 3£ food RGO and put it working in a factory as a craftsman, I actualy make less money in taxes... what gives?

perhaps due to a drop in value of daily exports if the RGO good exported was worth more, or if you are not exporting the industrial good at all.

Remember that all taxes come from POP income, which derives from export income. If you drop export income by shifting workers around, then you'll cut your tax intake as a result, provided you keep the tax levels the same.
 

th3freakie

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OHgamer said:
perhaps due to a drop in value of daily exports if the RGO good exported was worth more, or if you are not exporting the industrial good at all.

Remember that all taxes come from POP income, which derives from export income. If you drop export income by shifting workers around, then you'll cut your tax intake as a result, provided you keep the tax levels the same.
I understand that, but in this specific case I changed him from food 3£ to furniture 100+£

Maybe I just didnt wait long enough?

So a follow-up. Should I just dump all RGOs for factory labour provided they're worth a bit more cash? Or is there any hiden benefit in having people working RGOs (keeping in mind that Brazil always has loads of RGO only provinces anyway)
 

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th3freakie said:
I understand that, but in this specific case I changed him from food 3£ to furniture 100+£

Maybe I just didnt wait long enough?

So a follow-up. Should I just dump all RGOs for factory labour provided they're worth a bit more cash? Or is there any hiden benefit in having people working RGOs (keeping in mind that Brazil always has loads of RGO only provinces anyway)

First off, enter the trade screen and find furniture on the list yourself :p

Only the ignorant masses of farmers and laborers have their consciousness reduced by the guardians of authoritarianism, the clergy. But since you are not going down that route you are forced to analyse...

There are only a few risks, those that I recall:
  1. It might not pay of as the profit stated in the factory is the increase in market value, which is nigh-on useless if you import some of the processed goods, due to a low ratio of Income-to-export, which worsen at the margin.
  2. You risk merging pops, effectively negating most gains. (One possible gain is increased RP-points production, but it is theoretical at best)
  3. Removing access to a resource entirely would be quite bad...
  4. It is not pretty when there are no farmers left
 
Last edited:

Meanmanturbo

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TroelsPoul said:
First off, enter the trade screen and find furniture on the list yourself :p

Only the ignorant masses of farmers and laborers have their consciousness reduced by the guardians of authoritarianism, the clergy. But since you are not going down that route you are forced to analyse...

There are only a few risks, those that I recall:
  1. It might not pay of as the profit stated in the factory is the increase in market value, which is nigh-on useless if you import some of the processed goods, due to a low ratio of Income-to-export, which worsen at the margin.
  2. You risk merging pops, effectively negating most gains. (One possible gain is increased RP-points production, but it is theoretical at best)
  3. Removing access to a resource entirely would be quite bad...
  4. It is not pretty when there are no farmers left

Also, your pops will have an easier time to fill their needs since they wont't have to pay tarrifs on stuff you produce yorself. I thinj it only requiers you to produce a tiny amount, it does't actu8rally have to cover the total pop demand.
 

th3freakie

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Meanmanturbo said:
Also, your pops will have an easier time to fill their needs since they wont't have to pay tarrifs on stuff you produce yorself. I thinj it only requiers you to produce a tiny amount, it does't actu8rally have to cover the total pop demand.
Does that apply to all resources? As long as you sell some of it to the world market your pops get tarrif-free dibs on all of that resource in the market?

TroelsPoul, thanks for the help and for teaching me about the "Create List" option :eek:o
 

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th3freakie said:
Does that apply to all resources? As long as you sell some of it to the world market your pops get tarrif-free dibs on all of that resource in the market?

TroelsPoul, thanks for the help and for teaching me about the "Create List" option :eek:o

I think I have read something of that effect, but I'm not compleatly sure...better wait for OHgamer;)
 

th3freakie

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Treppe said:
If I remember correctly you have to research medicine to build the colony in the amazonas area. I did so with Argentina around 1845.
Ho yeah I got that one covered by now. Malaria Prevention is the thing. :)
 

th3freakie

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Ok new questions:

Is industrialization a value in itself? Is it worth losing money to create more clerks and thus research? Is there any point in keeping clerics around once you lose Moralism and can turn them to clerks?

Exemple - in a Brazil game I was making 115£ a day when I realised my super duper capitalists had built an Artillery factory. Since I also had a Steel and an Explosives ones, and Artillery was going for 190£ a pop, I decided to give it a go.

Two problems though.
A) the very same state was runing a crucial Lumber Mill.
B) I only produced very litle Steel and Explosives, due to *very* low iron and sulfur RGO production. In fact I was importing small quantities of Iron just as it was.

I wanted to make Boomy things anyway so a massive industrialization program was lauched across the nation, and sod the import costs!

Result, daily income down to 92-95£. Back to 115£ after a round of railroad4, but still a major crash. On the other hand, for nearly every new tech I gained I could buy another from Peru with all the research points I was ranking up. Also pushed industrial score to 200 (didn't gain positions though).

Worth it? Not? I really can't say. :confused:
 

unmerged(74032)

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To have many clerks is good for two reasons:
1) More and more research points so you can catch up with the european great powers, thus enhancing your industry and making more profit
2) They tend to vote for the liberal parties. Which makes it more likely that the liberals rise to power and capitalists will build all the stuff you need.

The spare research point should be spent for industrial technologies, which will in return boost your economy (f.e. increase the output of your rgos and the efficiency of your factories.


Clergymen reduce the consciousness (and militancy too I suppose) of labourers and farmers in the same state. They are really important for conservative monarchies too keep the common people calm.
The Clergymen try to convince all POPs of the lowest/poorest category of the national idea/value which could be order/liberty/equality. I normally keep them as long as I play a monarchy but usually turn them into clerks as a liberal democracy.
And up to the "Darwin event" Clergymen also do some research.

That's all the advice I can give you atm.
 

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Treppe said:
Clergymen reduce the consciousness (and militancy too I suppose) of labourers and farmers in the same state.
They don't affect militancy directly, only indirectly through low consciousness making it more likely people will be happy with the way things are.
 

Ayeshteni

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OK, I am a little confused on one point (sorry to hijack the thread). You say that the AI shouldn't handle the world market for you. I always have the AI handle it and I do fairly well, the reason I don't do it myself is because I don't know what it does.

so:

1) You state that the POPs needs are not handled by your stockpiles, but by the world market. Aren't they the same thing?
2) What are your stockpiles for then?

Ayeshteni
 

sbr

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Ayeshteni said:
OK, I am a little confused on one point (sorry to hijack the thread). You say that the AI shouldn't handle the world market for you. I always have the AI handle it and I do fairly well, the reason I don't do it myself is because I don't know what it does.

so:

1) You state that the POPs needs are not handled by your stockpiles, but by the world market. Aren't they the same thing?
2) What are your stockpiles for then?

Ayeshteni
1) No. Anything in your stockpile does not go to the world market, that is the point of the stockpile.

2) Either keeping goods from the world market-usually military goods, or to use if you are building factories or railroads yourself.

EDIT-Also for promoting POPs. Basically only you, the omniscient one, can use the goods in your stockpile.

http://www.paradoxian.org/vickywiki/index.php/Trade#Stockpiles_and_the_need_for_them