"My husband doubts that this is an oversight, and tells me that the lack of this capability is most likely due to issues involving game mechanics and complexity issues for the AI. Even so, this capability probably tops my wish list, for PoN."
not that simple i fear our queen,
Sir Garnet brought up the discussion for the
leakage effect months ago, in a group have some experience with try/error about it...
where we stood last winter:
based on the different, overruling pricing system we barely have the need for these ever given amounts of goods AI shall keep in stock to ensure market price for a start period and to avoid AI steamrolling the inexperienced or slow player.
since too much cash turned out to be a problem, we multiplied every number with 100 to make fine adjustment possible.
also disabled the economic crisis system, used historic events for the major countries instead.
now you see our problem, it leaves PONs DB totally, for some aspects, thus international copyright is a problem...
since this break was now loose, it turned out that AI has that much free resources that it either could start with i.e. RR and depots in every province etc...
we had to define new limits of economic structures on base of every 5 year period, given techs are researched it is still enough air to breath for strategical planing.
we also had to cut down the limits for stocks, now goods are rotting as fast as in the beginning as soon you have 25% more in stock than actual production would need, unless its gold, steel etc. no more 2500 units in stock.
However we have a constant stream of SMUGGLING implemented on this base.
As higher the stock, as higher maritime tax, as higher customs, as higher the "investment" in neighboring countries.
simply by "rotting" goods in burdened warehouses are not longer total losses
thanks to the other economist in the forum back that days, who actually brought us to the point to use a well defined CES function / constant elasticity of substitution to get it running.
this stream also holds for private capital for a value of 1/6 of the new businessmen emerging problem (which now triggers earlier as it should be even in the developer economic crisis system), thus small but permanent numbers go to the minors
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however, now especially outside of Europe's small provinces you run into different problems.
even teaching/enabling the AI to make more use of economic structures does not work, for it still has problems with the infrastructure and this should stay as scripted as it is.
lately i saw my suspicion confirmed by the explanations about the double side collection center approach by the developers.
Explained the unsystematic problems we saw for few minors, should have asked them earlier, i know...
it also does not work with oversea investment/smuggling, since AIs merchant fleets are partially locked. but we are not willing to enable market access for free.
admittedly, what we totally missed to acknowledge the last weeks, as Gen. described it last evening the loose end approach for merchant fleets of minor states...
[color="Red"]
But i do have to disappoint you, it will not be the golden bullet to solve the low contentments level for minor states, for they partially also lack the ability to reform, the level when regaining contentment starts to be close to impossible is much higher than the 20/25 a fellow player and me stated in both forums independently for player lead countries [/color]
thus covered demand is probably a way, but not they key element
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i can only say it again, even if PON-dev team would accept the work done, the group i left in December couldnt publish it in every country the way we solved it.
we already checked it with two lawyers who are specialized on it.
(bad experience from days long ago)
everyone who is actually willing to change this weakness of the economic system can alter it / mod it.
As is explained in October/November 2011, one needs tow follow conclusively one of different possible approaches:
- hot fixes for single problems
- or nilling the caps and static values and substituting it with five-year-based numbers
- or the most complicated, taking the year 1900 as a value of 100 points of economic development, now counting back to make it as historical as possible for small nations lead by AI.
As soon AI does not invest, and falls back drastically, events can trigger to bring them on to the state of worlds economy or to clear the situation, also on 5 or ten years basis.
the problem is, mal-investment of 1850s destroys the games mechanics the next years. AI keeps up logically, rational, but not economically.
the deadly bullet for PON is the ever changing here and there. its not only creating new bugs, but also new bottlenecks.
but who the hell has the time for all that...its a pitty