Sure, but the real question is whether they have better (more profitable) industries to develop. If yes, why should they instead develop something just to feed your unrealistic industrial machine?
I mean, what industries could they be developing that don't require coal, iron, lead, wood, hardwood, sulfur, rubber, or oil?
If the problem was "The AI won't feed me because it's using its own resources to feed its own industry" then we would be having a very different discussion. But how is the AI going to feed its own industrialization if it builds 1 lousy iron mine in 20 years?
Labor saving PMs are bad if have excess labor lying around? I'm not sure what you're getting at.
With the way Vic3 works, PMs that
purely save labor are bad in many situations past the mid game because you have plenty of labor, but coal (or other resources) is a rising cost.
While this makes sense for some developing economies, it means even advanced economies in Vic3 have a tendency to be more profitable when
not using labor saving PMs. This isn't a bad thing in terms of "I want to to win the game" because you, as the player, have the option of what to do.
But it seems really weird from an economic history standpoint because the mechanization of agriculture comes to a grinding halt or even regresses in well run economies or assembly line production is ignored simply because you'd rather employ another 2.5 million laborers instead of employ 2.5 million fewer laborers, but expand your industry as it gets more profitable to hire more overall labor.
Now, is this because in Vic3 we have far higher population growth rates? Is it because resource costs are too high compared to labor costs? Is it because even laborers draw paychecks that are too high in 1.1? I'm not sure, but it all feels really weird when making a better end game economy when all techs are researched is... hire more ditch diggers and stop using steam engines?
Iam confused. Why are labor saving Pms bad late game? Why does employing low level labor make more sense and which labor saving pms give you more resource extraction?
Because in the late game, I always have more labor to use. Between population growth, immigration, and conquest, I might have millions of people who need jobs.
To put it in perspective, in the save game you can examine in my first post, Bohemia by itself is a state with 40+ million people. That doesn't even count the rest of Germany or Germany's holdings in China.
8.8 billion gdp, jesus christ. 1 billion is an achievement, 4 billion means a player mastered the game, but 8.8 looks impossible.
I'm flattered, but I'm sure some people in this thread could do even better with Germany.
Although, as Voigt and a few others pointed out, with some optimizations, I could still maintain the same SoL and lose just 300k from my GDP while eliminating most resource shortages.
The fact that I could take a 300k hit to my GDP
and not bat an eye might be an indication that GDP numbers aren't always the best metric to use.
I think the OP's GDP is artificially low as he is trying to increase SoL by decreasing prices.
At a certain point, I was just building factories like mad. As in, I'd just control-click 100 factories into a state, wait a month, and do it again. And I'd do this for any goods that still had some demand with available inputs. This is where most of the synthetic plants came from. I had outstripped my ability to grow dye, so I just made more from synthetic plants to let me keep expanding textile mills which were drawing electricity from power plants that needed engines which required steel which required iron and coal.
People are easier to come by than coal
That seems to be the overall lesson at a certain demographic point.
But is it due to POP growth, conquest + medical advances, or goofy implementation of PMs?