morganbj
Posts: 3634
Joined: 8/12/2007 From: Mosquito Bite, Texas Status: offline
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quote:
ORIGINAL: jjdenver In (2) above when you say "Note the production" - do you mean note the actual integer value for that commodity increasing? Because in a lot of provinces the value doesn't budge - stays at zero. So for example let's say 1796 scenario, Aleksandrovsk province for Russia. Note that each slider appears to have 15 "units" on it. It appears that moving 5 units reduces labor from 100 to 95 so I think that the max you could allocate to any area would be 15 units x 5 = 75 labor out of the 100 available in a province....so 75%. I zero all sliders. Now to the right I see +4 money, +1 labor, +0 everything else. I now move the slider for Wood to 15 units (75%). Absolutely nothing changes to the right. The green bars don't change, the integer values for wood don't change. No effect whatsoever. I zero out wood and try iron. Same thing happens - no effect when iron is at 15 units. Next I try textiles. Here I get something. With textiles slider at 15 units I get +3 wool, +2 textiles, and the bright green part of wool and textiles bar graph on right goes up some. I have no clue why wool moved when I moved up textiles. I also have no clue how +3 wool = +2 textiles when the manual seems to clearly say that it takes 4 wool to equal 1 textile. Confusing! Another confusing thing hapens when I set textile at +15 units on the left. The bright green part of the bar graph for money and labor on the right moves down (shrinks) but the integer values remain at +4 money and +1 labor - no change. What is happening here? When I moved the sliders for Wood and Iron they didn't have this effect on money and labor bar graph at right. Now I try agriculture at +15 units on the left. On the right labor and money bar graph shrinks but the integer value again doesn't change (just as in the last paragraph). Food goes to +3 and the bar graph for food gets some bright green in it. This makes more sense to me I guess than what happened with textiles but I still don't understand how money and labor wasn't impacted in terms of integer value changing when bar graph changed so drastically. Now I try luxuries at +15 units on left. No effect on right whatsoever. Other questions come to mind. I'm unsure how my alexandrovsk province can produce +1 labor when I have 0 units allocated to labor. One of the most important questions is: If I set the slider for iron to +15 units (75%) - will it contribute some fraction of an integer value to the overall iron production? For example might my province produce .33 units of iron and after 3 turns at this setting it will have added a total of 1 iron to the national stockpile? Or will I have produced a total of 0 iron making the +15 units of labor allocated to iron production in Alexandrovsk completely and utterly useless even if I leave it at the setting for 10 years? Is the labor slider only used to produce integer values? Another important question is - can I tell that Alexandrovsk is naturally suited to farm and textile production because those are the only slider moves on the left that seem to have an integer impact on the right? --------------- You also wrote: "I have an economic quide coming out soon that will help a little with your questions. It will also explain how the calculations work. Your example is not exactly correct." zomg this would be awesome - when is it coming out? Thanks! All provinces have one or more goods that they are good at producing. The development popup for each province lists them in the bottom left. BUT, that screen doesn't tell you HOW good it is, or, if it lists two, which is better. My technique does that. First of all, every province produces some money and 1 point of labor, even if you do nothing. You will find that some provinces produce nothing in a particular good, no matter where you set its slider. That obviously means that putting the slider at any level for that good is folly. But, what if you find that at 75% you get 8 Wool and 12 Textiles, and at 75% you get 2 Horses, 18 Food, and 3 Wine, and at 75% you get 5 Spice and 5 Luxuries. You now have a decision to make based on your overall NATIONAL needs. Are your people getting enough food? Maybe you should split your allocation 50/50 between the textile and luxury sliders. Are you needing a lot of everything? Maybe a 34/33/33 split is best. The point is, what it you find that luxuries only produce 1 Spiceand 1 Luxury at 75%? In that case, why not just set all the slider points to textiles and agriculture and find spices and luxurines somewhere else? Another point, if you see 0 of something, the game is NOT accruing some fractional part turn to turn. Every turn the production variables are reset to zero. So, if there is 1/2 of something produced what happens? Well, that means there's a 50/50 chance you'll actually get 1 of that thing. (And 50% chance you'll get 0, too.) If the fractional amount is 1/4, then there's a one in four chance you'll get 1 of that thing. It's actually done using decimals and probability "die rolls," but you get the idea. Ignore the green bars above the good to be produced. They are not helpful at all. Just look at the integer values for the goods. Also, sliders can affect more than one good, look at the Appendex for the manual. The Luxury slider affects, for example, the production of Spice and Luxuries. And, yes, you're right, the production of Textiles from Cotton and Wool is very confusing. I just look at the relative amount of production and don't worry about when or how it actually shows up. If after five or six months I'm not accruing any Textiles , I go back in and jack up a slider ot two until I do. It seems very complicated, but believe me it's not. It takes a few games to get the hang of it. My advice is that you spend a lot of time the first turn setting the sliders to get as good an initial allocation as you can. You should have written down what each province is good at. (When the Economic Guide comes out, I'll actually have all that for you.) Then, only make changes when you see that you're running short of something, or when you decide that you really need that extra diplomat and have to get more textiles. I think the worst thing people do is to spend hours each turn tweaking this slider a few points this way, then that way, trying to squeeze every single point of something out, when the reality is that you NEVER get what you think you're going to get anyway. There are too many variables that impact you. (Unrest, weather, enemy action, etc.) What I do is set them all very carefully, and then check back every couple of years as developments are completed to see if I am now better changing the allocations. It works for me, and I'll bet it will work for you, too. Oh, and one other thing, sometimes the best strategy is trade for a few things that you are short of. Let somebody else propose the trade if you can, so you don't have to pay too much for it. I learned that the hard way. I once proposed all kinds of trade and then found that my cash went to 0 in a hurry as those Scotland to Vyazma trade routes are very expensive. Finally, if you get frustrated with all this, just play the simple economy and enjoy the game. The advanced economy CAN be a pain until you're comfortable with it, and it DOES take some extra time to get it down. But, the game is great either way. I've played it hundreds of times and still love it. I hope all this helps. Oh, I had to wait for the release version of COG:EE to be produced before I could finish the Modder's Guide, and that had to be done before I could complete the Advanced Economic Guide. Be patient. It's about 90% done. A few weeks at most, I'd guess.
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