Jamitar
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coal MFG and Mechaninal parts is impossible

Sat Dec 10, 2011 11:21 am

god Im out of coal mine tickets. I just cant get anything, everything is closing every turn. im trying to dismantle here and there but everything cost so much. I think manufactured good coal and mechanical parts have too much demand. fix this! ( by the way as you upgrade stuff, instead of making it better you end up usually starting to make less profit or a loss. this is stupid.

Jamitar
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Sat Dec 10, 2011 11:36 am

by the way impossible to build new stuff because mfg at zero wont go up whatever I open, and my army is starting to disintegrate from lack.
REALLY ANNOYING please dont abuse of 1 resource. how can a shop be more profitable than a plant? god (in every case except mfg and mechanical parts)

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yellow ribbon
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Sat Dec 10, 2011 11:51 am

you know, i dont speak for the devs...

...you dont get it, but you are fast with complaining

you play with extended claims and you rush in all foreign investment you like... do you?!!

as i explained numberless times (also especially in one of your threads i guess), the MARGIN / ROI in F11 does not work at all as an indicator for planing anything.
price jumps determine the margin, but are caused by jumps in the AIs stock of a good, which have often the root in technologies researched by players.

so, if you want to run structures and to fulfill needs of population, you HAVE to run the buildings anyway.
If you CAN IMPORT you can shut them down, but thats the only alternative. Invisible costs for having no work and no goods to buy, also no income from taxes and sold goods are too high, than you could simply show a margin in F11 as a proper indicator.
Technologies will compensate low efficiency of higher leveled structures a bit, but not for all goods and after years (part of the situation does appear to be WAD)

[color="Red"]F11 gives you only information in which order you shall have preferred to cancel production. if there are short run lacks of input factors[/color]


second:

you are not supposed to build every structure you get into the fingers and not to upgrade them as soon as you can.
you are a warmonger, trying to get every oil and rubber and and and and... as fast as you can, aggressively, and then you complain about to high costs? You are playing for weeks and month, you know the system, parts addressed by your complain have not even changed...

Jamitar
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Posts: 168
Joined: Thu Aug 11, 2011 11:30 am

Sat Dec 10, 2011 11:48 pm

its true Im a warmonger, and aggressive player, but my oil wells are shut 100% of the time because I closed them. I dont need them. I just captured them so that I never get the problem later. and of the regions I claimed, except brussels, none have huge amounts of production, let alone before I conquered them. the problem mostly started when I saw I needed mechanical parts, then built quite a lot of them. but like it took a long time to build I didnt realise the effect till later when I got an explosion of buildings beeing constructed

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yellow ribbon
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Sun Dec 11, 2011 12:15 am

let me try it that way:

refering to your post in the other thread, the increase of productivity of higher level structures IS NOT TOO LOW.
quite the opposite, the BONUSES early in game from 50% higher transport efficiency and so on is TOO HIGH, thus the early game input/output ration (disregarding false founding effects) is too high either.

afterwards you can only do, in following order:

-build additional structures

-improve labor force and transport efficiency (incl. collection points you wouldnt have build before)

-trade

-steal/war

-upgrade as soon additional structures are already built



next, for some 20 years at least, there is no major increase of structures like for MFG, but in case of excellent leaders (administration bonus)
then technological breakthroughs happen and the jumps are far to huge and YES, it might happen that you have dozen of structures added but not the input factors for 10 years or so... vice versa you have higher level of input factors in 1865 but cant use them till 1880 and destroyed the market price.

its all a question of overheating the economy and the bloody AI gets additional stock for players technological breakthrough rule.
i have explained the 60% jumps of productivity during Mr. Grants government for instance some 7/8 weeks ago.

third, capital cant be your problem neither, for you spent plenty for useless FDI and military.

to sum up, the posts in the morning were not more than a angry jamitar on a warparty, looking for an earthwire, since he caused the problems by his own hand and PON did not work out as supposed...

so, life gives you a lemon,just ask for salt and tequilla.

alternative: play with extended structures and get overrun by AI

Jamitar
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Posts: 168
Joined: Thu Aug 11, 2011 11:30 am

Sun Dec 11, 2011 12:19 am

well. for the moment Im at peace. I finnished waring since a while. problem is eather manufactured goods at zero or coal at (- number) so no structure building possible

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yellow ribbon
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Sun Dec 11, 2011 12:32 am

well, for MFGs the second technological boost is about 1875 (with financed research), isnt it. followed by double RRs in 1880s.

for coal:

if there is no coal in the market despite the new, changed AI pattern for stocks and despite the change that coal isnt an input for coal mines anymore, steel and:

shut down in following order, and import instead:

1.) ammo shops

2.) arms shop (a real wastage)

3.) steel producing structures in general

4.) all mines you can

5.) all structures you just upgraded without need and which need mechanical parts (plantations, farms etc)

risk inflation and import as much as possible, you will be better off than by upgrading till 1880s.

in case of need, shut everything down what eats up coal to get transportation running, to get back the bonuses.

Jamitar
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Sun Dec 11, 2011 8:42 am

okay thanks, thats what I was looking for. situation is a little better now, manufactured goods are starting to populate though im short of capital

Jamitar
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Posts: 168
Joined: Thu Aug 11, 2011 11:30 am

Sun Dec 11, 2011 12:14 pm

Im surviving, but kindoff stuck from now. I cant expand. I have no more coal mine tickets, and making a small loss. if I add a single structure, it will ruin everything.
( Why does textile SHOP need coal????)

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Ebbingford
Posts: 6162
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Location: England

Sun Dec 11, 2011 12:18 pm

Steam power. Drove lots of machines.

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yellow ribbon
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Sun Dec 11, 2011 12:31 pm

even steampunk needs steam first!

spinning mules and cotton mills!

or do you really think they just put some gentle folks on treadmills and let them run the whole day, then using transmission to keep machines running...

well then, you have to wait for technological progress.

since inflation does not effect prices of goods, you can fall below the maintenance costs, get a point inflation, hundreds of fresh capital, import, and do it again and again.... the reform will keep you in balance regarding inflation

if you are willing to put on and off the facilities again and again, you can still earn money.

thats at least the way i survived Mr. Grant and his 15% malus on production and structures for eight years

Jamitar
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Sun Dec 11, 2011 4:33 pm

but thats factories. in a shop textiles, would be handmade. whats the coal for? heating up or making coffee?

Jamitar
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Posts: 168
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Sun Dec 11, 2011 4:42 pm

same in plantations, at least most of them.I doubt they had robots picking cotton for them. -_-

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Le Ricain
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Location: Aberdeen, Scotland

Sun Dec 11, 2011 6:28 pm

Jamitar wrote:but thats factories. in a shop textiles, would be handmade. whats the coal for? heating up or making coffee?


The basics of the 19th C Textile Mills were the Cartwright Loom (1785), the Spinning Mule (1775) and the Boulton & Watt Steam Engine (1774). The Industrial Revolution in Textiles consisted of no new inventions, but continuous improvements to the three main components.

The Boulton & Watt Steam Engine replaced the water wheel and horses as sources of power. Elimination of water wheels freed the mills from being sited near to sources of flowing water. You could build a mill amywhere. However, the engines needed coal.
[SIGPIC][/SIGPIC]

'Nous voilà, Lafayette'

Colonel C.E. Stanton, aide to A.E.F. commander John 'Black Jack' Pershing, upon the landing of the first US troops in France 1917

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Kensai
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Location: Freiburg, Germany

Mon Feb 06, 2012 1:11 pm

yellow ribbon wrote:well, for MFGs the second technological boost is about 1875 (with financed research), isnt it. followed by double RRs in 1880s


In research (F7), apart from the standardized screw which you should get by 1860, what else helps down the road?
Care to unify Germany as Austria? Recreate the Holy Roman Empire of the 20th Century:
Großdeutschland Mod
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