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SR71

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Feb 9, 2015
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Forgive me if this has been asked before but why do you have to purchase items from the world market for your military through your National Stockpile when you already have those items stocked up in the Trade tab?
 

El Jojo

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Basically because what you set in your trade tab is the amount you want to keep stocked up. So if you set your stock at 100 ammo and consume 10 everyday, you'll need to buy 10 everyday, if you reduce your slider in the budget screen you'll buy less to keep the pile at 100.
In the budget screen you set the flow, not the stock.
 

SR71

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Feb 9, 2015
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I think I get it thanks.

So if your ammo stock is 100 and you are consuming 10 and you set your budget military slider to 50% you'll be buying 5 ammo but your stock will be dropping by 5. Your units won't take an orginization hit for lack of ammo until your stockpile hits 0 in which case you'll have to increase the slider to 100% to get 10 ammo?
 

SR71

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Feb 9, 2015
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Evidently I was wrong. My brigades run out of supplies even if I'm sitting on a full stockpile when not spending on national stockpile in the budget screen.

It's just bizarre my troops sit without ammunition despite the government sitting on a huge stockpile(trade screen) because I currently can't purchase it off the world market due to high demand for example through the budget screen. Why can't they just take from my stockpile?
 
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mabalogna

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Basically because what you set in your trade tab is the amount you want to keep stocked up. So if you set your stock at 100 ammo and consume 10 everyday, you'll need to buy 10 everyday, if you reduce your slider in the budget screen you'll buy less to keep the pile at 100.
In the budget screen you set the flow, not the stock.

To elaborate on what I think El Jojo is trying to convey:

Trade Tab:
When you set a manual order in the Trade tab to buy/maintain your stockpile for a minimum of 100 ammunition - then your Trade Minister will purchase ammunition until you reach a total stock of 100. Every time your government uses goods from anything that you have set a limit on, your Trade Minister will then immediately buy back goods to refill the stockpile. Whatever is needed per day (See: Government Needs chart in Trade tab) will be bought up by your Trade Minister at the minimum requirement (default automation) unless the player specifies a minimum stockpile to maintain. Since your government always needs ammunition on a day to day basis, then your 100 ammo stockpile is going to constantly be dipped into and then replenished immediately.

Budget Tab
Since you are fielding an army, that army has requirements to have: Ammunition, Guns, Artillery, Clothing, Food, etc. that have determined costs associated to them that fall under daily needs. Your Trade Minister will buy the required daily needs based off of how high you set the Budget for your Army Maintenance. So say you have a regiment and that regiment needs 10 ammo every day, this cost contributes to your daily needs, which are taken care of by your Trade Minister who acquires as best they can all the ammo they can. If you drop the Army Maintenance down to 50% then you are reducing the amount of goods that the government is willing to pay for to keeping their Military at peak performance; what this means is now your regiment is only going to receive 5 ammo per day and, reducing the amount of stock needed to be purchased, but at the cost of reducing that regiments readiness for war (Organization Penalty).

Trade Stockpiles can be used strategically in various ways. With regards to military units, if you decide to maintain a minimum stockpile of 100 Canned food, 100 Regular Clothing, 100 Guns, 100 Ammo, 100 Artillery etc. then every time you purchase a NEW regiment, rather then forcing your Military to wait until all available goods can been purchased, they can immediately start building the units. This is an effective way of preparing for a future military build up. Say you're a smaller nation who has small access to the world market - you can set certain stockpiles to reach certain levels so that when you're ready for expansion you don't have to wait for something to open up on the world market. This works for construction projects taken on by the government as well; building forts, naval yards, railroads all have resource costs associated to them and sometimes construction will be delayed because of a lack of resources like Steel or Concrete. You can alleviate this problem slightly by planning ahead and building up sizeable stockpiles of construction materials so that your projects don't get delayed by shortages.

There are other ways in which to manipulate the market and utilize the Trade but for the most part I personally use Government Stockpiles for future goals that I know have determinable cost associate to them.
 

Lobau

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AFAIK yes, it was broken for what I can remember.

I tried to find out when it was removed by looking at the patch notes, but I can only find the notes for 1.3. Is there a collection of them somewhere?
 

Lobau

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Another question about stockpiles: I am not sure I understand the difference between the Buy and Sell options when setting trades. The Buy sets a maximum stockpile size, and the Sell sets a minimum stockpile size. Tell me if I've figured this correctly: With Buy, the stockpile will be stocked with imports from the world market, and with Sell, the stockpile will be stocked first with domestic production with any surplus sold off.

Am I understanding this right?

Edit: Did some experiments, and I was completely wrong. Sell just sells the whole thing. No stockpiling.
 
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grimkm

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Yeah, you adjust the slider to the amount you wish to keep. I've read some post around here with people making money buying and selling stockpiled goods..I guess the stockpiles is too low to really crash the world market with particular goods..like we see today with oil. It would be an interesting element, however difficult it could be to implement and not break the game.
 

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I tried to find out when it was removed by looking at the patch notes, but I can only find the notes for 1.3. Is there a collection of them somewhere?

It was removed when A House Divided expansion was released (and the patch that came along with it), if I recall correctly.
 

SR71

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This is an effective way of preparing for a future military build up. Say you're a smaller nation who has small access to the world market - you can set certain stockpiles to reach certain levels so that when you're ready for expansion you don't have to wait for something to open up on the world market. .

I get that but "as a smaller nation with small access to the world market" those brigades you have created will not then be supplied as the their supplies are sourced from the world market which you don't have access too and not your stockpile.

So there's this strange situation where you can take 100 ammo from your stockpile to create an infantry brigade but not take 5 ammo from that same stockpile to pay for upkeep.
 

GAGA Extrem

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It's still better to have a few extra divsions in that case, even if the supply shortage reduces their max ORG and regen.
 

Jorlaan

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Guys how can i increase the strength of my transport ships? i have 500 clipper transport stockpile but my transport's strength is still at %2 !

Well as has been pointed out higher up this very thread, units will not take from the national stockpile for maintenance, this they take from the market. So check to make sure that there are enough clippers on the market.
 

Velorian

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Maybe your stockpiling is causing the shortage (because you stockpile instead of use every new product produced), but if you are no longer stockpiling and it stays that way then at least you know there's a good market for clippers.
 

Nerva

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Let me see if I understand this correctly... do the Budget tab sliders for National Stockpile for Land, Naval, and Construction control the CONSUMPTION of supplies for the Army, Navy, and expanding Forts/Bases/Railroads, respectively? So if I zero-out those sliders, the Army and Navy won't get supplies for maintenance and training, and the construction of Forts, Naval Bases, and government-funded railroads will be suspended?

In other words, the label "National Stockpile" is simply inaccurate, because the goods aren't being stockpiled, they're being consumed. And the true "stockpile" is actually controlled on the Trade tab -- it is here that you can choose to manually stockpile cement, gunpowder, etc?

Question: if I stockpile military supplies using the Trade tab, and then go to war and max my National Stockpile budget sliders, so that my military will be fully supplied, but there's a market shortage of military supplies, will the game automatically pull supplies from my Trade tab stockpile for the military to use, or must I go to the Trade tab and manually release the supplies onto my Internal Market?

Another question: on the Budget tab, is the "Military Spending" slider only for salaries of soldiers and officers? And does it pay for only the brigades that have been raised, or does it somehow fund my entire Soldier POP manpower pool, even if they're not recruited?
 

GAGA Extrem

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The sliders control buying AND consumption of goods, the Trade screen controls the target amount of surplus goods you want in reserve (after consumption). The laber "stockpile" is technicially correct, because all these goods end up in the national stockpile before being consumed.

So:
-> if you set the army slider to 25%, you will buy and consume 25% of your daily land unit needs. Their max ORG will drop if below 100%.
-> If you set the navy slider to 25%, you will buy and consume 25% of your daily naval unit needs. Their ORG will drop and their STR reduce (the latter only if below 25% funding, iirc)
-> If you set your Construction slider to 25%, you will buy and consume 25% of your construction needs AND you will only buy 25% of the daily amounts of goods to fill your stockpiles to the target number in the Trade screen (so it will fill slower).

Stockpiled goods are always available for army, navy and construction sliders, so if you suffer a goods shortage while at war and at max army slider, the game will start to drain your stockpile. Tbere is a toggle button that allows pops and factories to buy their needs as well from the stockpile, but that causes economic disruption (iirc because the buying process isn't calculated into need/demand and thus global production won't adjust accordingly).

Military Spending controls the income of all soldiers (regardless if recruited or not) and officers, any land units are being supplies via the army slider. Keep in mind that the funding sliders also control pop promotion chance, so you will get more soldiers and offciers if the slider is set high (iirc even if you can't actually pay them, for example if you are a broke unciv that can't borrow money).
 
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Nerva

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Does Construction prioritize goods for finishing one thing at a time, or does it spread the goods equally to every project? For example, if I try to build Railroads in every province at the same time and don't have anything stockpiled, is there full progress on a few Railroads and none on the others, or do they all fall behind schedule due to insufficient supplies?