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OHgamer

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Jaeger74 said:
The question was adding steel as a requirement to upgrade factories. Not needed inputs for a factory.

EDIT: Construction costs are listed in factory-construction.txt

My error, looking at too many files in db this past weekend.

same idea though, add or raise the amount of steel needed for each factory, the game will calculate the rest. For some reason the file is listed as read-me, just right click on it, select properties and remove the box next to where it says "read only". Apply and you can mod away.
 
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Of course it is easy to add steel as a requirement, but not the way that you would only need it when you expand the factory not when you build level one factory. This was what someone suggested earlier in this thread.
 

OHgamer

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Jaeger74 said:
Of course it is easy to add steel as a requirement, but not the way that you would only need it when you expand the factory not when you build level one factory. This was what someone suggested earlier in this thread.

Ah OK I see what you mean. Yes currently they can only be set for the start, can not "add in" a requirement for later.
 

Pablius

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I wanted to return to the original example of this thread, wich included Argentina, my country

What i´ve always love about paradox games is that the huge amount of variables ends up giving you the same problems that the countries of a giving era had.

This last patch, i think, in the case of ARG gives you even more accurate depiction of those years in terms of the dilemma between a rural economy an industralization.

ARG made tons of money from agricultural exports, and in some ways, together with its distance frome central powers and its low population, it prevented industralization. The political and economical establishment didnt push for the sustitution of imports and heavy industries until the 20s and 30s. When it was obvious that a rural economy was not enough any more.
So, in a way, i think now the game is more accurate than before, making less clear that switching your economy will be always profitable in the short term.

And as a side note..they corrected the flag of ARG after the proper event triggers!! great, i sugested that in the wishlist thread a while ago... :)
 

oxmonsta

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Lotus Lo said:
Industrial score imho has never really accurately portrayed the real economic power of a country.
Agreed. There is a whole other thread regarding this here. I am currently doing some testing (which is requiring a LOT of hand calculations :( and a rather convoluted spreadsheet :eek: ) in an attempt to devise a formula for industrial score that does more accurately reflect the industrialisation of nations during the game period (and is more balanced between the contributions to industrial power of infrastructure, technology and factory based industry). It will probably be another two days before I am satisfied with my results. Once I'm done I will post my results back in that thread.
 

unmerged(23946)

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JScott991 said:
The colony rush doesn't concern me as much as the economic quirks that stopping it has produced. I'd rather have steel be the foundation of a modern economy and have Africa owned by Britain and France in 1860 than have Africa be uncolonized in 1880 and liquor being the foundation of a modern economy.

The patch team has different priorities (the obsession with making minors playable, creating challenging game difficulty and renaming units), obviously and I'm not going to interject my opinions on that at this late stage.

Suffice it to say that the player can fix the economy on his own. I didn't realize the extent of the damage done by 1.04.

Liquor is not the foundation of anything in 1.04. Liquor makes slightly more money than steel early in the game, and later on it actually makes less money. What else do you need liquor for though? Building guard/regular/engineer divisions. That's it. Steel is still the most fundamental manufactured good that is required for everything. Go ahead and build no steel factories in an MP game. You can say bye bye to small arms (you will never be able to import this in a big MP game), artillery (ditto), steamers (ditto), machine parts (ditto), any high-end factories (ditto), railroads, and colonies. You will literally be stuck with your starting provinces and nothing more. You can't build a military, you can't expand your infrastructure, you can't build other high end factories, and you can't colonize. In fact, in an MP game since everyone naturally industrializes earlier than the AI, steel should be much more profitable than liquor even early in the game. Yeah, have fun with your "rigged" liquor factories.
 

unmerged(2695)

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Just an historical point for the record: The first industrialized country, Britain, only had less than half its population in farming after 1850. Industrial development in the ROTW did not take off until after 1870. If anything I fdind 1.04 to be rather more historical than the previous versions.
 

NikkTheTrick

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My experiences so far:
Steel IS profitable. It gives a healthy profit early in the game. However, it is no longer a no-brainer # 1 choice for your factory.
Unless you are # 1 in prestiege, you NEED home-produced steel. It is simply too dangerous to do without it. No matter who I play, I try to have steel, ammunition, small arms and machine parts factories: I need to produce those domesticaly so that I would not be screwed if those are not on WM.

Liquor should make a good product. First of all, demand for it is enormous - even the poorest buy it! It makes perfrect sence that liquor is more profitable early in the game than steel - since there is much less industrialization throughout the world, steel is not in high demand, but peasants already want to drink! Late in the game (when IRL industrialization has occured), steel is MUCH more profitable.

Looks like price of goods is much more influenced by their demands. In 1.03C games I used to build a steamer convoy factory in St Petersburg (as soon as I could buy Machine Parts from the WM or had home-produced ones), getting enormous profit (something like 60 L/day for level 1 in 1850!). I built it now and was a little bit surprized with a -15 "profit": no one wants those in 1850! I had to close the factory and reopen it later. That was quite a pleasant surprise.

Also, hardcore industrialization is no longer a no-brainer. In 1.03C no matter who I played I industrialized as soon as I could - since 1836 onwards. If I could I had all my population in factories by 1850 - that is by no meant anywhere close to real life! Now, I have to make hard choice in 1836 - do I want to save money and stay as an agricultural nation early in the game, saving money or do I want to lose money industrializing. Industrialization will give much more RPs - especialy important for countries like Russia. One has to weigh pros and cons now. No longer "build steel factories everywhere, roll in cash and own everyone" is a universal strategy.

Also, factories are more profitable than RGOs late in the game.
 

Dagfinn

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But have the ai seen the light?

NikkTheTrick said:
Also, hardcore industrialization is no longer a no-brainer. In 1.03C no matter who I played I industrialized as soon as I could - since 1836 onwards. If I could I had all my population in factories by 1850 - that is by no meant anywhere close to real life!

Yes, if only the ai could understand that also :(

The situation has improved tough. In 1.03c I regularly saw emptied RGO's, while in 1.04 the ai atleast leaves one POP in all RGO's.

Actualy this is the thing that stillbothers me after 1.04.
 

King

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Well for those who care by 1900 my level 5 Steel Factory was making more money than my level 6 liquor distillery. However just for record a large percentage of Russia's Tax revenue came from the state liquor monoploy. (50% if memory serves).
 

binTravkin

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However just for record a large percentage of Russia's Tax revenue came from the state liquor monoploy.
If you mean historically, then it's pretty close to truth, varying only on times you talk about..:)
 

Heretic

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just a reply to Lord Warchser earlier..
I joined an MP game mid way through, as Spain, and found that all colonies & iron & coal production were pretty much sewn up.
I therefore could not produce steel readily in my own factories.
I could however, buy it, although acmittedly not all the time.
I had to industrialise for profit mainly on the fabric- reg clothes - lux clothes line, which worked quite well.
Spain did not end up as #1 but also did not do too badly either.
It was not possible for me to build many of the factories using steel such as electric gear, autos, etc. due to the lack of domestic supply. It was possible to live with this.

That was a 1.03c experience, I am keen to see how 1.04 plays out

Heretic
 

unmerged(14102)

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NikkTheTrick said:
My experiences so far:
Steel IS profitable. It gives a healthy profit early in the game. However, it is no longer a no-brainer # 1 choice for your factory.
Unless you are # 1 in prestiege, you NEED home-produced steel. It is simply too dangerous to do without it. No matter who I play, I try to have steel, ammunition, small arms and machine parts factories: I need to produce those domesticaly so that I would not be screwed if those are not on WM.

Perfect example of WM working as it does IRL. You have to strategically build factories that may or may not be to your best profit, but allow you to accomplish other goals.
 

Gwalcmai

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JScott991 said:
Do you think though that in the real world, the pathway to profitability was producing liquor rather than steel? :)
To profitability? Oh yes. But what you have to do is balance profit and strategic importance. :p
 

Kriegsspieler

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Having played some more in the past couple of evenings, I am becoming more prepared to defend the econmic balance of this patch. Most things that do not begin very profitable become so during the course of the game, and those that remain unprofitable -- machine parts and armaments factories -- are that way for defensible reasons.

My one outstanding concern from this patch is the income generated frm RGOs. It seems to me to be a bit too high. So to that extent I agree with others who have been writing about this.
 

unmerged(23946)

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NikkTheTrick said:
Looks like price of goods is much more influenced by their demands. In 1.03C games I used to build a steamer convoy factory in St Petersburg (as soon as I could buy Machine Parts from the WM or had home-produced ones), getting enormous profit (something like 60 L/day for level 1 in 1850!). I built it now and was a little bit surprized with a -15 "profit": no one wants those in 1850! I had to close the factory and reopen it later. That was quite a pleasant surprise.

Perfect example of supply and demand in the new 1.04 patch. In 1863 I built a steamer factory with Sweden and staffed it with only 4 POPs (it was in a poorly populated Norweigen state) and it had no RRs yet. Surprisingly, it was making 20-25 pounds a day. Compare that to my liquor factory, which was making only 8 pounds a day in a fully staffed and lv 3 RR state. My steel factory in Svealand was making 12 pounds a day and it had the same number of POPs working it and same RR as my liquor factory. So liquor ISN'T more profitable than steel at any point past 1850, which leads me to conclude jaeger based his entire assumption on 5 years of game time.
 

NikkTheTrick

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Lord Warchaser said:
Perfect example of supply and demand in the new 1.04 patch.
Yep. Steamer convoys are no longer extremely profitable just because they look advanced :rolleyes: Before ironclads appear, steamers are cheap.

Lord Warchaser said:
So liquor ISN'T more profitable than steel at any point past 1850, which leads me to conclude jaeger based his entire assumption on 5 years of game time.
Agreed. After 1860 steel gives very-very good profit in all my 1.04 games! However, it is no longer a no-brainer (and I like that).