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noddysseus

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Will it have an effect upon the game?

HoI2 is still the best Paradox game to have dealt with weather that I have experience with. However, maybe I'm not up-to-date with the more recent games.

Will rivers actually provide more benefit in-game than just offering eye candy as in Victoria?

Will shore bombardment have a max contribution in battles? Will provinces/rgos have a max level of pops/population they can hold, or will pop growth max out at some point?
 

Lloyien

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Will shore bombardment have a max contribution in battles? Will provinces/rgos have a max level of pops/population they can hold, or will pop growth max out at some point?

I certainly hope not. I would prefer they used a diminishing returns system that could be subsequently modified one way or another.
 

noddysseus

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I certainly hope not. I would prefer they used a diminishing returns system that could be subsequently modified one way or another.

Fair enough, but don't you think its crazy that you could potentially have 10 million labourers in the grain fields of Naples?
 

Lloyien

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In Vicky I, yes, it was a bit gimped. However, if it had used diminishing returns, the output would have eventually crawled to the point where upgrading wasn't in the better interests of the player.

In Vicky II, I suspect that 10 million labourers in Naples will not be labourers for very long (assuming diminishing returns, of course); they wouldn't produce enough grain to pay all of them. Instead, a large chunk might become artisans, instead, or join the military, or become craftsmen for factories.

The more significant problem, I think, is whether Naples can sustain 10 million people. Again, I think that life rating should degrade after a tech-modified threshold.
 

noddysseus

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In Vicky I, yes, it was a bit gimped. However, if it had used diminishing returns, the output would have eventually crawled to the point where upgrading wasn't in the better interests of the player.

In Vicky II, I suspect that 10 million labourers in Naples will not be labourers for very long (assuming diminishing returns, of course); they wouldn't produce enough grain to pay all of them. Instead, a large chunk might become artisans, instead, or join the military, or become craftsmen for factories.

The more significant problem, I think, is whether Naples can sustain 10 million people. Again, I think that life rating should degrade after a tech-modified threshold.

Okay diminishing returns would definitely help.

There should also be a point where a city/province can't sustain anymore people - and yes life rating should reflect this.

But the RGO level should also reflect this. If it's value is low, then it won't and shouldn't be able to produce enough to meet the needs of the people in the province. This wasn't reflected in Victoria 1.

Furthermore, in the example of Naples, or any grain province for that matter we must remember that there is a maximum amount of grain that can be grown and produced. So this should be a limiting factor too.
 

Lloyien

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Okay diminishing returns would definitely help.

There should also be a point where a city/province can't sustain anymore people - and yes life rating should reflect this.

But the RGO level should also reflect this. If it's value is low, then it won't and shouldn't be able to produce enough to meet the needs of the people in the province. This wasn't reflected in Victoria 1.

Furthermore, in the example of Naples, or any grain province for that matter we must remember that there is a maximum amount of grain that can be grown and produced. So this should be a limiting factor too.

I certainly can't argue with that. However, I think the problem, and the reason we need loose abstractions, is that we don't know exactly how limited Naples should be. RGO quality seemed to me to refer to how much of the land area (or how dense and rich, in terms of ore or timber) could be used for production, but that alone doesn't necessarily limit the number of labourers working. They wouldn't all be directly involved in the planting, for example. It could be that more labourers means less loss, either in the harvesting, or especially shipping.
 

OHgamer

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In Vicky II, I suspect that 10 million labourers in Naples will not be labourers for very long (assuming diminishing returns, of course); they wouldn't produce enough grain to pay all of them. Instead, a large chunk might become artisans, instead, or join the military, or become craftsmen for factories..


Or emigrate to other parts of Italy or overseas, as they historically did when overpopulation became an issue in Italy's agricultural sector.