Jim-NC wrote:For 1.03, they increased the amount of goods produced by craftsmen, which I think has had the effect of oversupplying the world with certain goods. This was at the request of some players (can't remember which thread right now, but it was asked for).
Jim-NC wrote:For 1.03, they increased the amount of goods produced by craftsmen, which I think has had the effect of oversupplying the world with certain goods. This was at the request of some players (can't remember which thread right now, but it was asked for).
saileaf wrote:BTW in the first a few months of the game, the world is short of steel and manufactured goods. But in a few months it will be flooded with everything. How could this happen?
Kensai wrote:Can you simulate a gradual increase of craftsmen production? Meaning low in 1850, higher in 1880, maxed at 1910? If you could connect this with lower structure pools for the same eras it would be ideal. If it is difficult and laborious, create a template for two-three major nations and I will adapt it to the 24 of our MP game which is almost the 90% of the countries in the game it is worth playing (as the rest of them have really small economies or are tribal).![]()
Kensai wrote:What certainly needs update for EVERY new game are the pools:
- structure pools
- colonial action pools
The should be limited according to each nation to a much lower number. Perhaps updated in 1880 and again in 1910 (just before WWI).
Generalisimo wrote:Yes, it actually works that way right now... the craftmen production is lower in 1850 than in 1900... I have tested a lot that before releasing the 1.03... I had to create a lot of new faction modifiers to be able to simulate that.
The problem is that the engine uses integers... so, the abstract production must be >0 or it will not be there at all (0*X ... is always 0 hehe).
So, even if Bolivia produces 1 mechanical per turn (the minimum)... in a year, it is 24 that is not being used at all... that's the problem.
I was thinking about this a bit more... maybe it will be a good idea to change most of the South/Central America countries to "Unstable" instead of "Minor".... the unstable ones do not produce those kind of goods, so early in the game, that will help the world market to avoid the over production of industrial goods.
Later, the new rulers for those countries should automatically "transform" these nations into minors so they can produce those resources abstractly...![]()
Sir Garnet wrote:Being unable to sell products to countries that want them as shown by orders but can't buy them is the crippling problem.
Immigration and turning peasants into workers by new construction will increase internal demand over time, but that is still a relatively small number essentially disconnected with production (failure to represent Say's law is the big and serious demand side issue in the game).
Your trade advice should be to make deals with major powers with access to all markets to buy and resell these products everywhere in sufficiently greater quantities that these unsatisfied orders could be met.
Portugal by comparison is poor in resources until colonies can be further developed over time so needs careful management of purchases to avoid a balance of payments problem.
Kensai wrote:I insist that you have this wrong. Since the AI is restricted by the same rules as the player, you can't possibly "see" orders from minor nations that can't be processed. As a minor (Greece) countries such as as Brazil and Portugal (other minors) are greyed out, I cannot place an order. So minor nations do NOT place orders that you can see, cause they cannot access you. If they can, it is another kind of bug, but I don't think so.
As Japan I already buy a lot of stuff from Brazil, but probably my private capital for the fortnight finishes before all transactions are done.
Future technologies raise internal production. Boernes who has played up to 1900+ said not to worry.
Yes, both these suggestions make sense. You're gonna love Japan in a couple of years!![]()
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