benpark
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Non-National Goods

Wed Jun 08, 2011 10:26 pm

I think I have finally pinned down why my textile factories keep closing down as USA- lack of dyes. I can't seem to buy enough on any given turn.

Can I start a dye resource in another nation? I don't see that France, for instance will allow me to place a resource collection point in their territory (fair enough), so how does the commercial end of this work when wanting to "invest" in a non-national resource overseas?

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OneArmedMexican
General
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Joined: Wed Sep 29, 2010 4:14 pm

Wed Jun 08, 2011 10:56 pm

Sorry, to jump onto your thread but our problems seem closely connected.

I was facing the same problem. I tried to build dye quarries abroad. First in Southern France. I was able to order them but for some reason they were never built. I assume that France didn't accept my investment? :blink:

A message stating that an investment on foreign soil wasn't accepted and thus the production site won't be built would be extremely helpful. ;)

In the end, I built dye quarries in Mexico. But it didn't solve my problem. The goods never get back to Europe! I have a merchant fleet in the appropriate trade zone. According to the manual East Mexico should now be in blue and not in orange. What did I do wrong?

[ATTACH]15167[/ATTACH]

Do I need a Prussian harbour or collection point, too? That is impossible to build in other "civilized" nations! What is the point to foreign investments if the goods end up staying far away from home?
Shouldn't I be able to ship them through the excisting Mexican ports?

If I am not very much mistaken the whole concept of foreign investments is almost useless (unless you invest very close to home), all I can do with these goods is offer them for sale abroad.
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PON2.jpg

Husky
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Wed Jun 08, 2011 11:52 pm

OneArmedMexican wrote:If I am not very much mistaken the whole concept of foreign investments is almost useless (unless you invest very close to home), all I can do with these goods is offer them for sale abroad.


From Manual: "Even if Great Britain has cotton fields in Egypt, and those fields are near a large Egyptian city that can serve as a collection point (and if Egypt and Great Britain have an Investment Rights Treaty), this would not be sufficient to ensure that the cotton produced reaches Britain’s stock. The cotton must be brought back to Britain!"

So in order to use your dye quarries in Mexico you need Mexican collection point near, Mexican port on coast and Investment Rights Treaty with Mexican government to use their infrastructure. May be you also need to research this sort of treaty first.

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OneArmedMexican
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Thu Jun 09, 2011 12:18 am

Thank you! :thumbsup: I must have overlooked that part in the manual. An investment treaty really could be the missing piece (haven't seen that yet - I guess it needs to be researched first).

A tooltip/some hint in the game that this is a condition really would be helpful (but I am repeating myself).

This game is stack full of very smart ideas but that also makes it very complicated (even by AGEOD's standards). I am not sure if the term "learning curve" accurately describes it. It's more like climbing a sky-scraper. ;)

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Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Jun 09, 2011 4:17 pm

Collection point filter is CTRL-1, not CTRL-2. Is the structure finished and nearby one Mexican CP?
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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OneArmedMexican
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Joined: Wed Sep 29, 2010 4:14 pm

Thu Jun 09, 2011 5:38 pm

Pocus wrote:Collection point filter is CTRL-1, not CTRL-2. Is the structure finished and nearby one Mexican CP?


I know. My guess was the problem was with transporting my goods back home not with collection points.

Yes my dye quarries are finished and yes there is a collection point nearby. All conditions I thought were necessary have been in place for more than one turn.

See screenshot below.

[ATTACH]15174[/ATTACH]

Is it true that I need an investment rights treaty, too?

Thank you and PhilThib for spending so much time on this forum and taking the time to help us learn this game. You are going above and beyond. :thumbsup:
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PON3.jpg

Husky
Sergeant
Posts: 71
Joined: Fri Nov 26, 2010 7:11 am

Thu Jun 09, 2011 8:07 pm

From Paradox :
Pocus wrote:and it costs more. And if relationships are bad, even if not at war, there is a risk to get your industry confiscated.

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Pocus
Posts: 25669
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Location: Lyon (France)

Fri Jun 10, 2011 5:00 pm

Not sure what is going on then, as the CP is there and you have a fleet. You have investment rights by definition, as you were able to build a structure. Send me the save please.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Husky
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Joined: Fri Nov 26, 2010 7:11 am

Fri Jun 10, 2011 6:03 pm

Pocus wrote:Not sure what is going on then, as the CP is there and you have a fleet. You have investment rights by definition, as you were able to build a structure. Send me the save please.

Is all majors have Investment Rights Treaties by default?

jcg
Civilian
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Joined: Mon Jun 06, 2011 10:08 pm

Sat Jun 11, 2011 3:22 am

At the moment to get the sea connection working you need to have the ability to supply your ships in their port, MutualSupply/DefensiveTreaty/etc, and to have a farm/mine in a province that has a port.

Once you have those two bases covered the trade status screen should show that area in blue (for sea connection) and you'll get resources from structures anywhere in that area.

In the above screenshot, if you owned the sugar farm in Vera Cruz and have supply through mexican harbors, that trade area would be connected, AND THEN you'd be able to get resources from the dye quarries.


This is another thing that probably has been fixed already but has issues in 1.01, but this method should work for now.

Keep in mind in the case of the western mexico and eastern mexico trade areas I think there is something like one harbor each so there may not be room to build structures in those provinces with harbors.

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