Theodotus1 said:Bye.
If you want to be utterly dismissive why not do it by not posting and saving us the bother of reading it?
Theodotus1 said:Bye.
grumbold said:If you want to be utterly dismissive why not do it by not posting and saving us the bother of reading it?
No --Their happiness is only affected if their needs are not being met. If there's no cash left over after that, no problem. Pop growth is unconnected with how much cash POPs have. Taxability is based on their income from factories & RGOs, not their cash supply.Chris1959 said:Having worked my way through this long and complex thread and really only being interested in how the game plays as a whole, could I ask a few questions and be indulged some observations.
Does the fact my pops have no cash affect population growth, happiness health and overall taxability ?
Most economic growth comes from generating a positive cash balance, for investment in things like factories & railroad upgrades. So don't merely balance the budget, squeeze some cash out of it.Chris1959 said:If I am representing the govt. of Prussia, for example, then I want political stability and the ability to raise taxes to fund my foriegn policy adventures, big army, holidays in Poland etc.
If by keeping taxes and tariffs at a level to balance the budget but not too high can I still get population and economic growth ?
Chris1959 said:Having worked my way through this long and complex thread and really only being interested in how the game plays as a whole, could I ask a few questions and be indulged some observations.
Does the fact my pops have no cash affect population growth, happiness health and overall taxability ?
If I am representing the govt. of Prussia, for example, then I want political stability and the ability to raise taxes to fund my foriegn policy adventures, big army, holidays in Poland etc.
Taxes and tariffs won't stagnate the economy. >50% taxes will lead to middle class and rich PoPs devolving. Derek said that poor class PoPs won't devolve but will emmigrate. There is also an unknown problem which devolves craftsmen and clerks even when taxes are less than 50%If by keeping taxes and tariffs at a level to balance the budget but not too high can I still get population and economic growth ?
That might be fine if it were possible in any country to keep PoPs accumulating cash or getting their needs, but Britain is as helpless as Bhutan (from what's been said in this thread)In fact maybe Paradox have hit a very good model of the world economy. Lets be honest the real world operates with a very unbalanced world market, where supply and demand are grossly distorted by tariffs and subsisies and many people are denied access to the most basic items. Third world peasants unable to feed themselves yet able to buy tobacco as a crude example.
Visa and American express were not giving credit cards away to miners in 1836. Consumer debt was no where near the level it is today, debt before the growth of the credit industry was a smaller and more personal affair; small store and service credit etc.As for cash reserves, in the terms of the game most of the current population of the USA would have a negative cash value due to personnel debt and mortgage pyments, and this is the world's most powerful economy and largest military. However, most of their basic demands are met.
The national deficeit does not appear to be modelled the same in game. It's not expected to operate from a continous and growing debt. The problem in this thread has little to do with national assets though, it's the economics of populations which in turn drives the pricing of goods.Maybe if there are flaws in the economic model we should celebrate them and learn to work with them, so long as bugets can be balanced and taxes raised. The games era is that of goverments working in almost perpetual defeciet, not the medieval world of a big chest in a castle full of gold.
Growth - no, happiness - yes, health - no, taxability - yes.Chris1959 said:Does the fact my pops have no cash affect population growth, happiness health and overall taxability ?
That depends. But generally, yes.If by keeping taxes and tariffs at a level to balance the budget but not too high can I still get population and economic growth ?
Modern market is not good for Victoria time. By then, markets were essentially local. In the game, it has been regarded necessary to have a world market without transport delay or transport cost, probably because of the simplification of production (a province has just one RGO). That is very unreal. To regard all farmers as equal is very unreal, too. The free farmers in North America were immensely better off than the totally enslaved farmers of old Russia. Not to speak of uncivilized countries.Lets be honest the real world operates with a very unbalanced world market, where supply and demand are grossly distorted by tariffs and subsisies and many people are denied access to the most basic items.
That is just a symptom. It does not contribute considerably to any country's budget (maybe Oman). There You are quite right.I also see moans about the low price of certain luxury goods.
Honestly, I don't know for sure, just that Sweden's old deficit was fully paid by the new elected crown prince some years before Victoria time, and foreign loans were then practically non-existent until railway building began (1860-1880). And the railways could pay the loans and give surplus. But anyhow, someone has had to pay. I have always thought that must have been the colonies.The games era is that of goverments working in almost perpetual deficit.
Barkhauer said:One problem I've come across is that educating/upgrading pops is counterproductive to the pops themselves. Case in point:
100,000 craftsmen
100,000 craftsmen
100,000 craftsmen
100,000 craftsmen
100,000 craftsmen
result = 500,000 man-hours (abstract for purposes of making my point)
500,000 income shares
100,000 craftsmen
100,000 craftsmen
100,000 craftsmen
100,000 clerks
100,000 clerks
at 100% literacy, result = 600,000 man-hours
1,300,000 income shares
In other words, 20% increase in money to shares, with an effective 260% increase in money needed to maintain (not increase, maintain) wealth for the craftsmen.
I think DP is right here. Look in the save file, not on the display screen, which already has fruit and cattle in it. Also remember that nations have liquor stashed away and may sell it off. It is not just that people have trouble affording it, but the world goes dry after a couple of days. I have some more thoughts incompletely fleshed out on how to work the stockpile, but I have to go eat bear and drink single malt 2h away. I will plug away over the weekend, but the more I do the more IMO the economic system needs a sufficiently major overhaul to release "Victoria - New and Improved", and pick up some more sales, if the sales weasels can spin it right. Back to previous point, I am thinking stockpile attrition. Have a good weekend.Derek Pullem said:Crimson King
Your analysis is almost 100% correct but there is something that I think you've got wrong (Think - because I'm a little shaky on it myself). The mysterious invisible stockpiles are really invisible. Because the surplus shown on the WM screen is the daily surplus. For goods that do not show 1 or 0 in the market surplus this means that they are continually building up in the total "Invisible" stockpile. As the stocks are depleted through POP demand it is possible that the stocks can be depleted and then the POPs will stop buying it (liquor is a good example of this)
Is this right - well its better than 1.01. The price will rise if demand is greater than production (not supply as in 1.01). The price falls if production is greater than demand. The difference here is that an overhang of goods in the stockpiles does not depress the price.
Now some people may say that this is unrealistic but I thinks its better than a situation which would allow a stockpile built up over 25 years to permanently affect the world prices. At least now the prices are broadly speaking moving with todays supply and demand. The only fudge is to allow a greater supply from stockpiles at current market price for some goods in some circumstances.
Derek Pullem said:Crimson King
Your analysis is almost 100% correct but there is something that I think you've got wrong (Think - because I'm a little shaky on it myself). The mysterious invisible stockpiles are really invisible. Because the surplus shown on the WM screen is the daily surplus. For goods that do not show 1 or 0 in the market surplus this means that they are continually building up in the total "Invisible" stockpile. As the stocks are depleted through POP demand it is possible that the stocks can be depleted and then the POPs will stop buying it (liquor is a good example of this)
Derek Pullem said:Well that means that this factory may absorb a higher proportion of the national wealth than before.
Making up some numbers. Before the upgrade national wealth = 200 exports
After upgrade export = 206
Total number of pop shares before = 200
Total number of pop shares after = 206
But factory pop shares before = 5
Factory pop shares after = 11
In this case there is no change. If the overall export productivity increase is less than the total rise in pop shares then there will be a net decrease in cash per pop share. If it is more then the cash per pop share increases.
EUnderhill said:It has been stated elsewhere that those needs are not daily.
Crimson King said:But how can there be any stockpile at all when the world market suffers from a daily deficit of nearly every good, including wool? As far as I can tell, there is never a daily surplus of wool on the world market, because worldwide demand always exceeds worldwide supply. Yet POPs continue to buy wool successfully well into the 20th century. Ditto for fruit. Hell, the world supply of fruit isn't even enough to satisfy the UK's needs at game start, so you can forget about ever having a daily WM surplus.
The only way your postulate could hold water would be if the "invisible stockpiles" were very, very large (practically infinite) at game start. This would, to the player, be utterly indistinguishable from the "phantom goods" model. The difference seems only to be semantic.
As a final testament to the futility of the WM supplying POP needs, consider the following: With a building efficiency modifier of 1.0 and max railroads, a 100k craftsmen POP could produce at most 0.2 furniture daily. But he requires 0.5 furniture daily. So it can't even produce enough furniture to satisfy its own needs, let alone that of other POPs. Even if you had every POP in the world making furniture with max railroads everywhere, you still wouldn't have enough furniture to supply all the POPs. Consequentially, you will never, ever have a daily surplus of furniture on the WM. EVER. Thus, the need for phantom goods.
Now, I'm not making any judgements on how realistic all this is, because frankly I don't care. I'm just trying to make sense of what I see occurring in game, and answer some folks' questions on how to put money in their POPs' pockets.
Derek Pullem said:Well you are assuming that
a) There should be a world surplus of furniture
b) that most POPs have sufficient cash to satisfy their demands right now
Crimson King said:No, I'm not assuming anything at all. I'm simply stating that no POP can possibly produce enough furniture to satisfy their own need. That is a fact, and has nothing to do with how much cash the POPs have. Therefore, the concept of POPs buying goods from the WM is doomed to failure. How can the POPs buy goods that will never exist?