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Economy for Dummies: Applied Results

 
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Economy for Dummies: Applied Results - 5/9/2007 1:25:07 PM   
Didz


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I was studying Ralegh's guide in bed last night (sad isn't it) and decided to try out his tips from 'Economy for Dummies' this morning and see if I could apply them to a practical situation.

I selected Russia 1805, and set about making an opening Economic saved file. My aim was to establish a basic economic set-up which would allow me to produce a steady flow of troops for the army and small vessels for the navy. So, timber was not a high priority so much as men, horses and iron. A shame because Russia seems to have a lot of timber but I figured Russia was never going to be a significant naval power, and has no need to be given that its high feudal levels 'nerf' its merchants so badly, so what the hell.

I went through the process suggested by Ralegh,
e.g.
- maxed Wine producing provinces on Agriculture
- maxed Textile producing provinces on Textiles
- maxed Luxury producing provinces on Luxuries.

Then went back and fiddled with the provinces which hadn't already been maxed. I also added 'Bank developments' to provinces with high cash incomes (+6 to +9) and 'Farm developments' to a couple of the provinces producing high levels of agricultural resource.

Secondary Production
At about this point I realised I'd missed a trick.

In allocating labour to my chosen activity (e.g. Agriculture) I hadn't really paid much attention to what was left. Most provinces still had residual labour allocated to other activities, and I discovered that by marshalling these left over workers into a secondary activity of my choice I could usually squeeze more production out of the province.

This was particularly true in provinces with multiple specialities (e.g. Wine & Iron) where maxing Wine and placing everyone else on Iron still produced a small amount of Iron.

Likewise, where a province specialised in producing Timber but I had maxed its production for Labour. I found that putting every left over worker on Wood still produced a small amount of Timber.

I also discovered that sometimes reducing the allocation to the chosen Maxed-Out activity did not always reduce production of that resource but could produce another resource if added to the secondary activity.

Development
It sounds stupid now but as I was working through the provinces yet again looking for tweaks to make to allocations. I noticed this allocation category at the top of the list called Developments. I hadn't taken any notice of it before as it wasn't mentioned in the guide.

I was puzzled by it as Ralegh hadn't mentioned it and I wasn't sure what production would be affected by allocating labour to it. I chose a province and fiddled with it for a bit, but it didn't seem to change the output of anything.

It finally clicked that I had to allocate labour to Development in provinces where I was building a Bank or Farm. That discovery meant going through the entire process again to free up workers in those provinces which I had chosen to develop.

Best Results so far
Right I've been fiddling with this most of the morning. Setting up and saving Economic files and then running the game for one turn and checking the production figures.

BTW: Where is the Production Report Ralegh mentions. The only thing I found was an Income Report near the end of the Economic Report. The Production tab report on my game is always blank.


Russia 1805 (Turn 1) Income Summary (Totals in brackets)

Money +177 (341)
Men 0 (80)
Labour +25 (25)
Horses +20 (20)
Food +127 (133)
Iron +44 (74)
Timber +38 (68)
Wool -13 (17)
Cotton -34 (-4)
Textiles +26 (56)
Wine(vodka) +27 (57)
Spice +24 (54)
Luxuries +24 (54)

A quick check confirmed that I my population was happy and that I had the resources to produce an Infantry Division, but not enough Timber for a Privateer.

Actual figures being:
Money 184
Horses 48
Labour 25
Men 13
Iron 74
Timber 68
Textiles 56

Not sure what long term impact the depletion of Wool and Cotton will have but there were no obvious immediate impacts.

Any comments or feedback on these results gratefully received, as I would like to make sure I fully understand the subtleties of the economic's before I move on to the other area's.

Thanks

< Message edited by Didz -- 5/9/2007 5:08:17 PM >


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Didz
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RE: Economy for Dummies: Applied Results - 5/9/2007 3:33:19 PM   
Ironclad

 

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Don't forget that you can trade stuff too which comes in handy for exchanging regular surpluses (for Russia) of iron, timber and wine for much needed textiles, cotton, wool and money (or maybe even food during starvation/winter times and luxuries when the population is revolting). Trade also gives a minor boost to your diplomacy with trading partners.

The production tab report shows units built. The economy report is the key one.

< Message edited by Ironclad -- 5/9/2007 4:47:24 PM >

(in reply to Didz)
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RE: Economy for Dummies: Applied Results - 5/9/2007 5:14:26 PM   
Didz


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quote:

Ironclad:
Don't forget that you can trade stuff too which comes in handy for exchanging regular surpluses (for Russia) of iron, timber and wine for much needed textiles, cotton, wool and money (or maybe even food during starvation/winter times and luxuries when the population is revolting). Trade also gives a minor boost to your diplomacy with trading partners.

I hadn't forgotten I just deliberately chose to ignore that option and try and produce the best ecomonic set-up for home production. I took Ralegh's advice on trade to heart and his warning that setting up trade routes costs money. I was also unsure what resources my allies might want as Brtiain seems to have plenty of home grown Timber, Textiles and Iron. Perhaps, surplus Vodka would sell well in London.
quote:

The production tab report shows units built. The economy report is the key one.

Ah! Right so I am looking at the right one then. I was confused by the reference to Production Report in the guide.

< Message edited by Didz -- 5/9/2007 5:17:15 PM >


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Didz
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RE: Economy for Dummies: Applied Results - 5/9/2007 10:30:26 PM   
jkBluesman


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Well, you will need wool and cotton in the long run to produce textiles.
Something you should be aware of is that when you increase the factor of the population that receives military training, your population will be depleted and your economy suffer. Thus it might be more important at the beginning to have enough food to increase population, however later in the game, you might lower the food production.
And trade: the UK will give you much needed money. Your allies and other nations might offer trade routes as well, so you do not always have to pay for them.

(in reply to Didz)
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RE: Economy for Dummies: Applied Results - 5/10/2007 2:20:32 PM   
Didz


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@jkbluesman

So, in the case of Russia how much food do you think I should be looking to produce at the start of the game?

Likewise, what commodities do you think I should produce an excess of to stimulate trade with Britain.  I understand Britain has no home grown Wine so would they be interested in buying Russian wine(Vodka) instead do you think?


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Didz
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RE: Economy for Dummies: Applied Results - 5/10/2007 4:49:54 PM   
jkBluesman


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You should produce enough food to have a population growth of 3 or 4, later 1 or 2 should be enough.
Britain will be interested in wine and timber (for the navy), but it does not matter that much when Britain is AI-controlled. The AI will trade almost everything, espacially if the trading nation likes you.

Beware of excess though as Russia is very likely to suffer from waist as the provinces are undeveloped (you need five courts or five cultural developments).

(in reply to Didz)
Post #: 6
RE: Economy for Dummies: Applied Results - 5/10/2007 6:42:41 PM   
Didz


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From: UK
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quote:

ORIGINAL: jkBluesman
(you need five courts or five cultural developments).

Sorry, can you expand on that comment.

Why do I need these and where should I build them?

Also, I'm not sure how I check the effect of food on my population growth, is it obvious?

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Didz
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RE: Economy for Dummies: Applied Results - 5/10/2007 11:22:47 PM   
jkBluesman


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You need them to prevent waist and by five I mean level five. Go to the development advisor or click on the province to build one of the levels. The advisor will tell you as well the expected population growth though the result may differ. The exact number will be given in the economy report in the following month.

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RE: Economy for Dummies: Applied Results - 5/11/2007 1:11:10 PM   
Didz


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From: UK
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By 'where should I build them' I mean't does it matter which province I develop the my level 5 Court or Culture in,


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Didz
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RE: Economy for Dummies: Applied Results - 5/11/2007 2:11:14 PM   
jkBluesman


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It matters as the province with the level five developments will not count for waist purpose. See the discussion in the threat on Ralegh Guides for further details (it is on page two, I think).

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