Anthropoid -> RE: More questions (3/31/2009 1:49:47 AM)
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Note, I have skimmed the manual, just for things that I did searches for. I was not a beta-tester but I was a pretty active FoF forum member. Thus, some of what I'm thinking is the case may be inaccurate. In any event, here is my intuition/what I have figured out through fiddling with it. quote:
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. Alexandrovsk is poorly suited to produce timber or iron. It intrinsically produces +4 money, and +1 labor. I'm betting if you put your wood or iron slider considerably higher, you'll get +1. If it is really poorly suited to produce those commodities +1 might be the max for either one, even if you have the slider set all the way to 99% or whatever the max is. Having played no one but France, that level of inefficiency is novel to me, but I guess it is not surprising. For most French provinces you can get at least +2 on Wood and Iron if you crank the slider way high. But why waste putting so much of the effort in a province that is crappy for producing Iron when (for example) in Strasbourg, you can produce +12 iron at about 66% allocation for the province? This is the main conceptual point that you may not be getting: every province in the game is evidently coded behind the scenes to have intrinsically different efficiency for producing different commodoties, which makes perfect sense from a real historical perspective. Strasbourg has for centuries (evidently, I only knew about that area with respect to WWII, when it was considered a major prize for industry and iron). Other provinces were good for producing wine, and because upping effort to agriculture influences production of wine (as well as horses, and food) cranking up agricultural effort in such provinces will reap disproportionately more wine from them. quote:
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. Wool and Cotton production are contolled by the Textiles slider. Provinces that have at least +1 under the local 'production' in Textiles will during any given turn try to draw 4 raw materials (either cotton or wool) from the national pool to produce one Textile commodity. It will only produce the number of Textiles for which there are effort allocated and also for which there are raw materials to work with. Interestingly here, if you build factories in a province it will increase its productivity of textiles (but not wool eor cotton) but if you build farms it will increase its productivity of the agricultural products, including cotton and wool. Thus, if you have your textiles sliders cumulatively set to produce +11 textiles, but you are not cumulatively through trade and production netting +44 cotton+wools per turn, you are going to be gradually reducing your store of cottons and wools until you start to suffer a short fall and your actual textiles per turn production drops to match the increment of raw materials you have divided by four. Thus, you have to balance your growth of farms in provinces where wool or cotton are good commodities (provinces where those raw materials are produced at intrinsically faster rates for any given set level of allocation on the slider) with your growth of factories in provinces with good textile production. No point in building too many factories if you do not have enough raw materials! Although factories also increase iron, luxuries, and labor output, so they can also be good to build in provinces that are good at producing these commodities. quote:
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. Labor seems to be difficult to increase much. Figure out provinces where (while you have everything zeroed) allocating effort to labor gives you +2 (15%), +3 (25%) maybe even +4 (50%) labor, but ideally where iron, and textiles are not listed as good 'natural' commodities. Build factories in those good labor provinces, and then after another level or two of factories there, and then you should get something more like +4 (15%), +6 (25%) and +8 (50%). In some cases, going to 60, 70, 80, or 90% will not produce increasingly more labor (or other resources too), but in others it WILL produce more and more. Strasbourg for example seems to produce more iron all the way up to about 95% allocation to iron. Other provinces max out at in how much they actually produce at about 50% or so. Again, this is historically realistic. Some provinces would have had intrinsic limits on their ability to produce particular commodities, or rather some commodities may have had intrinsic limits in general. quote:
Now I try luxuries at +15 units on left. No effect on right whatsoever. Alexandrovsk is not intrinsically good at producing luxuries. Simple as that. It might be that even at 90% or 100% you'll still get +0 luxuries otu of Alexandrovsk. Again, realistic: some provinces would have been very backward and rural, and best suited for production of raw agricultural commodities like horses, food, or wine. Others might have been equally as pastoral, but for various reasons better at producing wool than horses or food. Some provinces are good for timber, others for iron, etc., etc. quote:
Other questions come to mind. I'm unsure how my alexandrovsk province can produce +1 labor when I have 0 units allocated to labor. It is intrinsic. It seems like most of the labor that can go into the national pool at game start is just intrinsic, i.e., you can zero out ALL your provinces labor allocation sliders and still be producing the same national level of labor as if you had some set to allocate some labor. quote:
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? My guess is: if you do not see a change in the province production value, e.g., moving the slider changes a commodity output for that province from +1 to +2, then any intermediate allocation above a particular level of production is wasted allocation. What I do is find the exact levels where I get that one additional point of output and set them there. Later on, after I build some kinda infrastructure there that might amplify productivity, maybe I'll have to reset it, but for long stretches you can go without changing the sliders. quote:
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? In short, yes: that is how I figured it out!
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