• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
I've been trying to figure out whether craftsmen or clerks with a 100% literate nation is better for generating industry and I haven't been able to figure it out yet. If ind score is calculated based on POPs per factory, then craftsmen would be better because you have a much larger pool of farmers/laborers to turn into craftsmen than you do for clerks. However if the ind score is based off factory output instead, then 1 clerk should be more productive than 1 craftsman. If ind score is based off factory profitability instead of output, then some factories would give more ind score than other. So which is it, POPs per factory, factory output, or factory profitability?
 
Last edited:

Mikalos

General
26 Badges
Dec 22, 2012
2.043
539
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Arsenal of Democracy
  • Hearts of Iron III Collection
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Way of Life

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
There was a lot of conflicting information in that thread. The dev said that a factory must be profitable to add to your score, yet another poster claimed that when he shut down an unprofitable factory his ind score dropped. Another dude says that lower tier factories are worthless even if they make the same $ as a higher tier factory, but if that's true then how does profitability factor into the equation?
 

GAGA Extrem

Per Ardua Ad Astra
External QA
121 Badges
Mar 19, 2004
11.469
5.032
  • Semper Fi
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron III
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Hearts of Iron IV: No Step Back
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
Clerks should only be a small percentage of your factory workforce regardless of what the answer is, unless you enjoy expensive as hell factories.[...]
Wait what?
Clerks improve factory output, so they make your factories more competetive and profitable. You always want as many clerks as your factories can employ (20%, iirc).

As for the OP:
The simple answer I can give you is: forget about IND score.
Your goal should be to build a healthy economy, not to ramp up the highest score.

But if it is *really* that important, my guess would be IND is a combination of factories + total goods output.
 

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
I don't need any help making money, in fact I think its far too easy to make money in this game already. The game is pathetically easy in SP, so I wanted to limit myself to stuff like becoming #1 rank with 2nd tier nations like Spain/Sweden/Mexico WITHOUT ever expanding outside of my cores. For that I would need to know what goes into calculating industrial score.
 

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
Been doing a few more tests and it seems that focusing on craftsmen definitely builds industrial score faster even with a 100% literate nation like lategame Sweden. However I can't tell if its because craftsmen are better or its just easier to promote craftsmen due to clerks only being able to draw from existing craftsmen/clergy/bureaucrats which are always going to be smaller than the farmer/laborer population.
 

Mikalos

General
26 Badges
Dec 22, 2012
2.043
539
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Arsenal of Democracy
  • Hearts of Iron III Collection
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Way of Life
Wait what?
Clerks improve factory output, so they make your factories more competetive and profitable. You always want as many clerks as your factories can employ (20%, iirc).

As for the OP:
The simple answer I can give you is: forget about IND score.
Your goal should be to build a healthy economy, not to ramp up the highest score.

But if it is *really* that important, my guess would be IND is a combination of factories + total goods output.
well, yes, i meant 20% when i said small percentage :p
 

unmerged(748229)

Second Lieutenant
5 Badges
Jun 3, 2013
120
2
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
There was a lot of conflicting information in that thread. The dev said that a factory must be profitable to add to your score, yet another poster claimed that when he shut down an unprofitable factory his ind score dropped. Another dude says that lower tier factories are worthless even if they make the same $ as a higher tier factory, but if that's true then how does profitability factor into the equation?

Factories add to industrial score even without making a profit. I'm not certain that profitability even affects the score at all. I think it has to do more with number of craftsmen employed. An unprofitable factory will lose employees, thereby lowering your score.

-----------------------------------------------------------------------------------------------------------------

For a full explanation of Victoria 2 mechanics I must refer you to the manatees. Yes, the manatees.

manatees2.jpg


You see, KevinG, long ago Paradox decided that manatees, not humans, were the greatest game coders on earth. For this reason they gathered a team of manatees to write the code for all their game mechanics. The manatees take one of the 'mechanic balls' from their tank and push it into a programming hole where Paradox compiles the code.

For example, when the Ottomans take Persia into their sphere of influence it actually HURTS their economy. Why? Because the manatees said so.
 
  • 1
Reactions:

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
So I ran even more tests and discovered something. I started on a set date as a 100% literacy lategame Sweden and ran the game with 0 national foci on anything for 1.5 years. My industry jumped up by 11 points on its own. When I reset the game to the same save point and used all my national foci on clerks it jumped up 12 points. I was trying to figure out why clerks seem so worthless when it hit me. 90% of the clerks I convert come from my craftsmen, and since they are already working in my factories, I am actually not getting any additional POPs (other than from bureaucrats and clergy) into my factories, hence why they seem to have little effect on industry.
 

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
K so after even more tests between accepted and non accepted POPs, craftsmen vs clerks, the only conclusion I've drawn is that the # of POPs working in a factory is all that matters. Nothing else. Also each full level of a factory provides exactly 4 industry points, doesn't matter what the factory is. Throughput, input, and output efficiency DO NOT MATTER AT ALL. This means all the industry/commerce techs only increase profitability, but they do NOT increase your score. Only way to increase your score is to get more POPs into factories.
 

magitsu

Lt. General
72 Badges
Mar 5, 2011
1.567
113
  • Rome Gold
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Cities in Motion 2
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Darkest Hour
  • Europa Universalis III Complete
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings III
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Warlock: Master of the Arcane
Factories add to industrial score even without making a profit. I'm not certain that profitability even affects the score at all.

V2 - Mostly Profit from factories IIRC.
AHD - Mostly number of people employed in factories + cash invested in other nations.

Foreign investment money counts towards IND score by a factor of 0.005.

By the way, while I was digging that I noticed something rather surprising: NAVAL_BASE_NON_CORE_SUPPLY_SCORE 0.3. Meaning your non-core ports only send supply at 30% effectiveness. I never realized it was that large nerf.

Code:
Vanilla
NAVAL_BASE_SUPPLY_SCORE_BASE = 10, -- base value that is powered by level of naval base. Determines the naval supplying capabilities.
NAVAL_BASE_SUPPLY_SCORE_EMPTY = 2, -- min value for coastal provinces with no naval base.
NAVAL_BASE_NON_CORE_SUPPLY_SCORE = 0.3, -- modifier for supply score for naval bases that are not in core provinces.
COLONIAL_POINTS_FROM_SUPPLY_FACTOR = 1,
COLONIAL_POINTS_FOR_NON_CORE_BASE = 1,

Code:
POP Demand Mod
NAVAL_BASE_SUPPLY_SCORE_BASE = 5, -- base value that is powered by level of naval base. Determines the naval supplying capabilities.
NAVAL_BASE_SUPPLY_SCORE_EMPTY = 2, -- min value for coastal provinces with no naval base.
NAVAL_BASE_NON_CORE_SUPPLY_SCORE = 1, -- modifier for supply score for naval bases that are not in core provinces.
COLONIAL_POINTS_FROM_SUPPLY_FACTOR = 1,
COLONIAL_POINTS_FOR_NON_CORE_BASE = 1,
 
Last edited: