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Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
my fully employed socialist italy has basically resigned itself to wine being something that only the top 80% can purchase

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Pakled
Aug 6, 2011

WE ARE SMART
The Taipings won their independence about a decade ago in my game, taking most of southern China. But for reasons I couldn't understand, I was unable to trade with them. They're not isolationist, they're not embargoing me, all the tooltip told me when I went to try to establish any import or export route for any good with them was that I was unable to because "traded quantity of goods would be 0." In fact, they don't have any trade routes with anybody. I finally got fed up with it and tried digging into the tooltips some more, and a couple levels deep I finally found the real reason.




Out of curiosity I tried tag switching to the UK who have a treaty port with them, and sure enough, they're not able to trade with the Taipings either.

Taking the sea ban to the next level

Pakled fucked around with this message at 08:16 on Oct 31, 2022

Dr. Video Games 0031
Jul 17, 2004

They probably don't have a shipyard for clippers either, so it's once again that problem where the AI is incapable of kickstarting industries that start with no demand.

fuf
Sep 12, 2004

haha

Waifu Radia posted:

but I updated the defines so that might help

Should we all do this then? Has it been confirmed by Paradox? I mean they definitely look like obvious typos but I'm always wary of "one weird config trick to fix a game" a few days after release

Radia
Jul 14, 2021

And someday, together.. We'll shine.

fuf posted:

Should we all do this then? Has it been confirmed by Paradox? I mean they definitely look like obvious typos but I'm always wary of "one weird config trick to fix a game" a few days after release

their QA is fighting with posters about whether they're at fault for not noticing it, so i think it's confirmed lol

(in fairness it's def not QA's fault, why Paradox doesn't have their game crash at startup with an error explaining an expected DEFINE isn't found is baffling)

e: they also said it'd be in the next hot patch. so yea i think it just makes sense to do it

Pakled
Aug 6, 2011

WE ARE SMART

Dr. Video Games 0031 posted:

They probably don't have a shipyard for clippers either, so it's once again that problem where the AI is incapable of kickstarting industries that start with no demand.

They actually do have shipyards!



They just decided to be loving stupid I guess!

Horsebanger
Jun 25, 2009

Steering wheel! Hey! Steering wheel! Someone tell him to give it to me!

KOGAHAZAN!! posted:

Potential oil producing regions:
  • In North America
    • Kansas (20)
    • Oklahoma (20)
    • Pennsylvania (36)
    • Ontario (40)
    • Alberta (50)
    • Texas (50)
    • California (60)
    • Rio Grande (50)
  • In South America
    • Zulia (60)
    • Santa Cruz (30)
    • La Paz (30)
  • In Western Europe
    • Friesland (30)
    • Elbe (30)
    • Hannover (30)
  • In Eastern Europe
    • West Galicia (36)
    • Wallachia (60)
    • Perm (60)
  • In Siberia
    • Nenetsia (30)
  • In Central Asia
    • Kuban (30)
    • Azerbaijan (60)
    • Samara (30)
    • Tartaria (60)
    • Uralsk(60)
  • In North Africa
    • Libyan Desert (30)
  • In the Middle East
    • Abu Dhabi (40)
    • Mosul (50)
    • Basra (60)
    • Fars (60)
  • In East Asia
    • Shanxi (30)
    • Chubu (30)
  • In Indonesia
    • East Borneo (60)
    • East Java (20)

This should go in the OP

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

Waifu Radia posted:

(in fairness it's def not QA's fault, why Paradox doesn't have their game crash at startup with an error explaining an expected DEFINE isn't found is baffling)

EU4, and presumably the others, all have the same issue! Modding is especially exciting because the game will happily load and then reject tons of stuff without telling you so boi gee hope you didn't miss a single } somewhere. Can't really blame the QA for missing things like that.

Radia
Jul 14, 2021

And someday, together.. We'll shine.

Rynoto posted:

EU4, and presumably the others, all have the same issue! Modding is especially exciting because the game will happily load and then reject tons of stuff without telling you so boi gee hope you didn't miss a single } somewhere. Can't really blame the QA for missing things like that.

yeah i just dunno how they have that work split out. if the game engine doesn't validate the schema of its files (which it really, really should, that's insane) then should QA build a tool that validates the schema as part of its safety checks before code can get merged in?

i dunno. i feel like the answer is yes there too. but who knows.

e: like forget the thousands of hours modders have lost lol, how many thousands have the paradox devs/QA themselves lost?

Magil Zeal
Nov 24, 2008

Arc welding switched on.



:getin:

I'm not sure whether or not this is overdoing it, but atm the investment pool still covers it so we're going no brakes capitalism for these last 30 years.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






This game BADLY needs to do better at focusing you on interesting stuff outside your own country.

If I am attentive, I can spot that e.g. the whole of Europe has been dragged into a throw down between Austria, Prussia and Russia because Prussia tried to eat one of the little North German states.

If I’m just quietly building up my industry I would have no idea.

This should be an all klaxons blaring, pause the game, yo yo yo there is something interesting happening moment.

Actually each escalation phase should get a newspaper.

1. “Prussia demands Saxe-Bumfucksberg”
2. “Austrian King: “Not one Prussian Grenadier will cross the border.”
3. “Russian Tsar: “Austrian provocations cannot be ignored!”
4. “WAR! Prussian troops have crossed the Bumfucksburgian border”.

fuf
Sep 12, 2004

haha
I hope a newspaper mod is in the works somewhere


Waifu Radia posted:

e: they also said it'd be in the next hot patch. so yea i think it just makes sense to do it

can you remind us what the exact changes are? :shobon:

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


It feels like the political assumptions for this game were written by Tony Blair but I am enjoying my anarcho capitalist Korea run

If daddy qing collapses I'm gonna be in trouble though

Green Wing
Oct 28, 2013

It's the only word they know, but it's such a big word for a tiny creature

Beefeater1980 posted:

This game BADLY needs to do better at focusing you on interesting stuff outside your own country.

If I am attentive, I can spot that e.g. the whole of Europe has been dragged into a throw down between Austria, Prussia and Russia because Prussia tried to eat one of the little North German states.

If I’m just quietly building up my industry I would have no idea.

This should be an all klaxons blaring, pause the game, yo yo yo there is something interesting happening moment.

Actually each escalation phase should get a newspaper.

1. “Prussia demands Saxe-Bumfucksberg”
2. “Austrian King: “Not one Prussian Grenadier will cross the border.”
3. “Russian Tsar: “Austrian provocations cannot be ignored!”
4. “WAR! Prussian troops have crossed the Bumfucksburgian border”.

This is 100% one of the negative positions I have in the game - there's a real lack of weight and "story" that was present even in V2. Events don't even pop up, and you can't ser one's that flash up on the corner to do so! It makes it feel dry and lifeless - if a great power falls to communism I want an audio cue! A popup event! The only audio cue for events seems to be if you, personally, go to war, and that ain't enough.

Tiler Kiwi
Feb 26, 2011
it looks like fixing the typos in the defines file did get the ai to start making rubber

theyre still not making ironclads but what ya gonna do

cheesetriangles
Jan 5, 2011





I wish the UI was floating windows instead of fixed ones that can only open one at a time. Being able to look at the market and the building tab and create a new building tab all at the same time would be so much more helpful. The UI in general seems to be more focused on looking good than being useful. The mods on Steam workshop do a much better job at presenting the data than the vanilla ones. Why would I need pictures of my pops? Just give me data.

Forgot to mention: why would any building type with a building in construction just list the minimum profit as 0.0? This makes it so you can't look at the list and see problems easily.

cheesetriangles fucked around with this message at 11:26 on Oct 31, 2022

Sheep
Jul 24, 2003

fuf posted:

I hope a newspaper mod is in the works somewhere

can you remind us what the exact changes are? :shobon:

game/common/defines/00_defines.txt
code:
RODUCTION_BUILDING_OUTPUT_NEEDED_INDUSTRIAL_GOODS_FACTOR = 0.5 # Add this value to a building for each unit of money worth of industrial goods that are underproduced in the country and are used by buildings
Add P to the beginning.
code:
    HQ_DEFENSE_MIN_WANTED_LAND_GARRISON = 0.15                        # Keep at least this number of local troops to garrison important HQs against enemy invasion
Remove _LAND, should be HQ_DEFENSE_MIN_WANTED_GARRISON.
code:
 UNIFICATION_AGRESSION_MULT_HIGHER_TIR = 20 # AI aggression is multiplied by this for calculating whether they should try to start a unification/leadership play, if the country would end up forming a nation of a higher tier
 UNIFICATION_AGRESSION_MULT_SAME_TIER = 0.1 # AI aggression is multiplied by this for calculating whether they should try to start a unification/leadership play, if the country would end up forming a nation of the same tier
Fix AGRESSION to AGGRESSION.

There's also this one but I can't be arsed to open the file and figure out what the fix would be at the moment:
code:
Line 43: [08:10:32][defines.cpp:180]: Define 'BATTLE_PROVINCES_TAKEN_MAX_UNIT_RATIO_SCALE' defined in 'common/defines/00_defines.txt' not specified. Maybe a define macro is missing 

Sheep fucked around with this message at 12:22 on Oct 31, 2022

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)

buglord posted:

How do I win the opium wars as china? I removed the UK off my shores, my radicals are going down and my income is going up, but my war support means im going to blink first before the UK and lose it.

As long as Britain doesn't control any of your territory (maybe just of Beijing?) your war support will stop falling at 0 (or the lowest point it reached when Britain occupied territory.) Then you just have to wait to sue for a white peace once Britain gets to 0 support too. Make sure you don't have any allies in the war, they're too gung-ho and never let you sue for white peace.

really queer Christmas posted:

Man the Ottomans are a... thing. I like the law stuff in theory but the intellectuals being in government and hating everything about it so it's easy for them to suddenly be to angry to join the government and... modernize it is, sadly realistic, but sucks to try out. Has anyone tried them and had success with a strategy?

Haven't tried them out, but higher government wages directly gives a boost to intelligentsia approval. Might be able to keep them above angry enough to reform until they hate you less?

WhiskeyWhiskers fucked around with this message at 12:30 on Oct 31, 2022

Dr. Video Games 0031
Jul 17, 2004

Sheep posted:

code:
 UNIFICATION_AGRESSION_MULT_HIGHER_TIR = 20 # AI aggression is multiplied by this for calculating whether they should try to start a unification/leadership play, if the country would end up forming a nation of a higher tier
 UNIFICATION_AGRESSION_MULT_SAME_TIER = 0.1 # AI aggression is multiplied by this for calculating whether they should try to start a unification/leadership play, if the country would end up forming a nation of the same tier
Fix AGRESSION to AGGRESSION.

And fix TIR to TIER

Tiler Kiwi
Feb 26, 2011
as china i was in the process of trying to get a much bigger fleet to do a gently caress you land invasion of the uk when they just white peaced me out. i guess they were running low on money.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Horsebanger posted:

This should go in the OP

https://imgur.com/gallery/V0gSFH3

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)

Victoria having only half the gold fields of New South Wales is making me irrationaly angry. Victoria accounted for like a third of global gold production at the time!

Enjoy
Apr 18, 2009

Nice! I will put that in OP and remove some of the pre-release info

TorakFade
Oct 3, 2006

I strongly disapprove


There's not enough wine in the world for 30 million Italians.

Anyway, I am basically done with this Two Sicilies to Italy game, #1 world power, #1 GDP and GDP pro capita, and pretty high on most other lists, 20 average SOL, communists and the far left in government with 80% clout between them, only the industrialists are in opposition and the landowners and church might as well not exist anymore. All of this without ever fighting an actual war (besides a few months helping out others) in 70 years.

I am only stopped now by the lack of oil and rubber and my unwillingness to just go to war for them.

What's a good nation for full autarchy with good access to rare resources? I tried starting as Japan but ugh, it feels like a big slog

TorakFade fucked around with this message at 13:18 on Oct 31, 2022

TheDeadlyShoe
Feb 14, 2014

TorakFade posted:

There's not enough wine in the world for 30 million Italians.

Anyway, I am basically done with this game, #1 world power, #1 GDP and GDP pro capita, and pretty high on most other lists, 20 average SOL, communists and the far left in government with 80% clout between them, only the industrialists are in opposition and the landowners and church might as well not exist anymore. All of this without ever fighting an actual war (besides a few months helping out others) in 70 years.

I am only stopped now by the lack of oil and rubber and my unwillingness to just go to war for them.

What's a good nation for full autarchy with good access to rare resources? I tried starting as Japan but ugh, it feels like a big slog

Persia's got coal, iron, silk, lead, opium... though it starts with Mercantalism. Only problem is if Russia decides to dunk you.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Honestly, I feel like Borneo is one of the most valuable colonies you can possibly pick up. Not only does it provide easy access to rare late-game oil, it’s also a source of rubber, tea, coffee, sugar, hardwood and dyes, all of which are critical goods for a good late-game industry. Plus it even has gold as well!

Madagascar is a good runner-up, having many of the same plantation benefits plus a little whale oil.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Tomn posted:

One other thing I want to mention as well - again, I actually haven't played around too much with being communist or socialist, but my understanding is that wage subsidies are based on a calculated "average wage." This means that in theory, if you're going to go heavy into welfare payments, you actually DON'T want excessively profitable buildings - or more accurately, you want EVENLY profitable buildings because a small handful of hyperprofitable buildings, relative to the size of the economy, can drive up the average wage enough that even gainfully employed people working at decent wages in less profitable buildings will end up receiving welfare subsidies to help them achieve the mythical "average" wage being skewed by the select wealthy few

You nailed this perfectly. In my Italy game, Sicily has a 20% boost to its sulphur mine throughput and that mine goes up to 100.
I've seen that mine go above 100£/worker profitability. Not by much, like 102 to 105, but still.
Let's just say enabling minimum wage at any level was a very bad idea which I'm going to try again later when buildings have more comparable profitabilities.



Sidenote: I'm glad I'm not the only one noticing Italians are screaming at the world "costruite vigneti, oh stronzi, babbo ha bisogno della sua grappa" (make vineyards, oh assholes, daddy needs his moonshine) unheeded.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Sweden game came unstuck about halfway through - overinvestment in colonies and I guess welfare meant I had a huge bureaucracy shortfall and then that, plus my spending on bureaucrats, meant I had a -250k deficit and eventual bankruptcy. Couldn't fight a civil war for my vassal in Holstein so I think that game is over.

At least I think thats what happened, hard to tell. I also had a steadily dropping QOL, likely from my colonies? Do they count?

Was able to attract mass immigration though which is nice.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
So, uh, my graphics settings won't save? The game always starts in "medium". Savegames are fine, it's just the settings.

Is this the rare case where the game can't cope with a non-ascii-character in my Windows username? That's usually more the case with american/british games from 10+ years ago.

Fray
Oct 22, 2010

Another data point for the chicken or egg problem the AI has. I was looking for new markets for my Zulu tea empire and noticed the American market had zero tea buy or sell orders in the 1850s. I guess they don't start with any tea consumption, so they just use wine and coffee to fulfill the Luxury Drinks need. Since there's no present consumption, there's no demand to trigger other countries to ship tea there, or for the USA to place import orders of its own. Well, I deliberately placed an unprofitable export order to the market to test. Sure enough, the presence of tea caused the pops there to start substituting it into their Luxury Drinks need, so the route generated its own demand. Soon AI countries were sending their own tea exports to the huge American market.

So this is looking pretty concrete now. I think it was Lachek who said that the AI currently is decent a making immediate, locally optimal economic decisions but lacks forward thinking. That matches with this observation and the issues with lack of resource exploitation. To make an overall good move in this case, the AI needs to first make a locally unprofitable decision in order to achieve a greater global optimum on a later step.

cheesetriangles
Jan 5, 2011





Is there actually a benefit to raising standard of living as long as you avoid radicals anyway? I'm doing a US game and have been trying to avoid any kind of welfare after reading some people talking about it crippling them. Which feels on brand for the US.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
High SOL isn't good in and of itself but since it makes loyalists and also drives demand (which powers the entire economy) I'm hard pressed to think of a reason to keep it artificially low. That doesn't mean that welfare is good though.

Dr. Video Games 0031
Jul 17, 2004

cheesetriangles posted:

Is there actually a benefit to raising standard of living as long as you avoid radicals anyway? I'm doing a US game and have been trying to avoid any kind of welfare after reading some people talking about it crippling them. Which feels on brand for the US.

Wealthier pops generate demand for luxury goods, which is good for your economic growth.

Welfare is less about raising the standard of living though and more about maintaining the standard of living whenever a pop becomes unemployed. If you don't have good welfare, you'll get a lot of radicals and turmoil from unemployed pops.

Fray
Oct 22, 2010

SoL also increases population growth and attracts immigration.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Fray posted:

SoL also increases population growth and attracts immigration.

I totally forgot about this! I guess just pumping that number up as much as possible does make sense if you can afford it.

Weasling Weasel
Oct 20, 2010
Ok, I'm at the beginning here, and I've tried to google the answer up but can't find anything specific.

I'm playing the Sweden tutorial at the start of the game, and first issue is obvious triangle of Iron/Tools/Wood all being expensive at the moment, and being as that's a large part of the economy needed for warfare and security reasons, as well as the two states having iron productivity bonuses and one logging, makes sense to focus on that to start the economy and the revolution.

Building another Tool workshop as first step start of the game, which I have the highest price imbalance one, are unprofitable in 3 states. Good costs are the same, the difference is the wages. The wages are dictated by 'the average needed wage to sustain wealth.' In Norrland there's a 20% productivity bonus to iron, where I want to focus the initial industrial strategy but wages are £10.92 but in Gotland the wages required are only £5.22 which makes it profitable. What affects this wage cost? It's no available staff as both have 0 unemployed and Norrland has much higher peasantry in the first place. So what are the factors that dictate wages in different states in the same country and therefore productivity/profit.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
Also wealthy pops get more benefit out of things like private schools and private healthcare, which depending on your political situation may be easier to pass than public schools. Extremely wealthy pops can even get MORE benefit out of privatized services than public. But demand is the big thing - various high-end luxury goods don't actually trigger as a need until your pop reaches certain wealth thresholds, and the wealthier they are the more they buy. That can make luxury production a hell of a money-spinner if you have loads of wealthy pops, as well as making late-game goods like telephones, radios and automobiles profitable without relying wholly on government consumption.

Edit:

Weasling Weasel posted:

Ok, I'm at the beginning here, and I've tried to google the answer up but can't find anything specific.

I'm playing the Sweden tutorial at the start of the game, and first issue is obvious triangle of Iron/Tools/Wood all being expensive at the moment, and being as that's a large part of the economy needed for warfare and security reasons, as well as the two states having iron productivity bonuses and one logging, makes sense to focus on that to start the economy and the revolution.

Building another Tool workshop as first step start of the game, which I have the highest price imbalance one, are unprofitable in 3 states. Good costs are the same, the difference is the wages. The wages are dictated by 'the average needed wage to sustain wealth.' In Norrland there's a 20% productivity bonus to iron, where I want to focus the initial industrial strategy but wages are £10.92 but in Gotland the wages required are only £5.22 which makes it profitable. What affects this wage cost? It's no available staff as both have 0 unemployed and Norrland has much higher peasantry in the first place. So what are the factors that dictate wages in different states in the same country and therefore productivity/profit.

Unfortunately I have no idea, and I have to tell you - it's NOT a matter of which state you're building the building in. Buildings in the same state can often have wildly different "average needed wage to sustain wealth," which I strongly suspect is a misleading or inaccurate way to label that stat. Instead wages seems to be tied more to what the factory is willing to pay and what workers are willing to accept, which varies depending on the profitability of the building in question. So, best not to worry too much about fine-tuning wages in your construction decisions.

Also ignore the projected profitability thing when constructing, those are currently broken and will say nothing is profitable. Look at the actual amount of sell orders vs buy orders instead, or things like the productivity bonuses which will help a lot.

Tomn fucked around with this message at 14:29 on Oct 31, 2022

Mister Bates
Aug 4, 2010
I am approaching the 1890s in my very first game, playing as Haiti. I probably should not have started the game with an impoverished minor nation spending 90% of its income on paying off the French, but I have been enjoying it so far.

The most surprising thing about this playthrough has been the France redemption arc. I started improving relations with France immediately, and it was eventually high enough that stopping the payments didn't send our relations into negative. They still got claims, but never did anything with them, and over the decades since we've established a defensive pact, a trade agreement, and finally they had me enter into a customs union.

The customs union with France absolutely turbo-charged my economy. I was already producing shitloads of agricultural goods that were in high demand in France, and my economy up to that point was limited by my ability to build ports and import ships to generate convoys, which was pretty drat low. I couldn't really afford to run construction industries or import most of the goods my pops demanded, and things like machinery, coal, etc. were right out. Being in the French market changed that overnight. Suddenly I could easily sell all of my tobacco, fruit, and coffee, and could easily import any good I could think of. The railroads went up, the farms went over to fertilizer, soon I was making enough money to run six construction industries on steel-framed buildings and still turn a profit. My GDP growth curve has gone vertical, it's been straight up for like two years now. I have rapidly urbanized and am a significant producer of ships and furniture now, I developed a domestic rubber industry and am one of the world's leading producers of it. I have built a navy and doubled the size of my army. I've got universities and enough government administration to run a social security system, national health care system, police department, and workplace safety department. I have got so many migrants coming in that I am on track to hit 4 million population by 1890, which is more than double Haiti's actual real-life population at the time.

My one issue at this point is that I am not getting any use out of the fancy new labor-saving technologies I have, because my main issue is that I can't generate jobs fast enough to keep all these immigrants employed. I'm slapping down barely-profitable industries as fast as I can make the builders work, just to give people something to do.

Also we had a peasant-led communist revolution in 1882 and successfully converted to a Council Republic in 1885.


I have fought zero wars, engaged in no colonialism, done no diplomacy except to suck up to France, and barely even glance at the world map, so I feel like this isn't exactly the complete Vicky experience, but I am having fun.

Weasling Weasel
Oct 20, 2010

Tomn posted:

Also wealthy pops get more benefit out of things like private schools and private healthcare, which depending on your political situation may be easier to pass than public schools. Extremely wealthy pops can even get MORE benefit out of privatized services than public. But demand is the big thing - various high-end luxury goods don't actually trigger as a need until your pop reaches certain wealth thresholds, and the wealthier they are the more they buy. That can make luxury production a hell of a money-spinner if you have loads of wealthy pops, as well as making late-game goods like telephones, radios and automobiles profitable without relying wholly on government consumption.

Edit:

Unfortunately I have no idea, and I have to tell you - it's NOT a matter of which state you're building the building in. Buildings in the same state can often have wildly different "average needed wage to sustain wealth," which I strongly suspect is a misleading or inaccurate way to label that stat. Instead wages seems to be tied more to what the factory is willing to pay and what workers are willing to accept, which varies depending on the profitability of the building in question. So, best not to worry too much about fine-tuning wages in your construction decisions.

Also ignore the projected profitability thing when constructing, those are currently broken and will say nothing is profitable. Look at the actual amount of sell orders vs buy orders instead, or things like the productivity bonuses which will help a lot.

Ok then, so far so buggy. Obviously it's going to be less profitable than in Hotland if wages are twice as high and we have no idea why that's set up, but if the projected profitability is broken, how do you measure expected outcome from buildings?

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Quixzlizx
Jan 7, 2007

Weasling Weasel posted:

Ok then, so far so buggy. Obviously it's going to be less profitable than in Hotland if wages are twice as high and we have no idea why that's set up, but if the projected profitability is broken, how do you measure expected outcome from buildings?

Like the OP mentioned, look at your buy and sell orders for the good to see whether or not your demand is outpacing your supply.

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