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?
I understand that, but in this specific case I changed him from food 3£ to furniture 100+£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.
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)
TroelsPoul said:First off, enter the trade screen and find furniture on the list yourself![]()
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:
- 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.
- You risk merging pops, effectively negating most gains. (One possible gain is increased RP-points production, but it is theoretical at best)
- Removing access to a resource entirely would be quite bad...
- It is not pretty when there are no farmers left
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?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.
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" optiono
Ho yeah I got that one covered by now. Malaria Prevention is the thing.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.
They don't affect militancy directly, only indirectly through low consciousness making it more likely people will be happy with the way things are.Treppe said:Clergymen reduce the consciousness (and militancy too I suppose) of labourers and farmers in the same state.
1) No. Anything in your stockpile does not go to the world market, that is the point of the stockpile.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