jscott991 wrote:I need to know how to increase that gain from .39 to .5 or .6.
What should I be doing?
It's hard for me to tell what I'm selling to my population and what I should be selling. Is that the problem?
I can't manage contentment at all. It's decaying badly everywhere without decisions. I thought I had simply been set back by the economic crisis, but I think I'm doing something wrong.
jscott991 wrote:What bothers me the most is what does that .49 even mean? If it means I'm gaining 6 contentment a year, then I don't understand why so many of my provinces go down a point or so every turn!
jscott991 wrote:That's what everyone says. I just don't see how that's possible in the 1850s.
The decline of contentment is far too opaque. And I can't believe it's as bad as it is. If I'm earning +.45 per turn, that means I'm gaining .9 x 12 contentment points a year. That's a 10.8 increase. I've zeroed out my census taxes, so I only rarely get messages about high taxes dropping contentment in a province or two.
So people naturally decline in contentment more than 1 point per month? And the game doesn't tell you why this happening anywhere? Furthermore, the game doesn't really even show it, unless you look very carefully.
And if I can't buy enough luxuries, common goods, and food to get to .55 to .6 a turn, there's no way the AI is able to do it. There simply aren't enough goods in the world. So is the AI collapsing under the weight of its contentment or does it get a free pass and it's only the player that suffers this enormous degradation in popular support every turn?
In fact the supply of rare goods like luxuries (other than luxury goods) or uncommon food (like rice, shockingly) doesn't even seem enough to support one nation keeping their contentment level. That's kind of off, isn't it?
Is there a way to adjust this value in the files to keep it from degrading so much every turn? I really like this game, but this is becoming a game-killer for me. It's just too frustrating and the information just isn't presented in an understandable way at all (even Victoria II makes this much clearer).
jscott991 wrote:I have that set at 80%, meaning I'm dumping everything I can to the national market, and I still just get something in the .4's every turn.
jscott991 wrote:I have that set at 80%, meaning I'm dumping everything I can to the national market, and I still just get something in the .4's every turn.
jscott991 wrote:I give up.
After a few turns of .45-.49, I've dropped back to .38. This is mid 1854.
I have no idea how this works. I'm putting in orders for every good I can and dumping 80% to the domestic market. I have adequate capital, state money (tons of it actually), and big stockpiles of some things, but I can't control contentment.
The system this game uses is far too opaque to be this damaging to how a player's country is performing.
jscott991 wrote:I give up.
After a few turns of .45-.49, I've dropped back to .38. This is mid 1854.
I have no idea how this works. I'm putting in orders for every good I can and dumping 80% to the domestic market. I have adequate capital, state money (tons of it actually), and big stockpiles of some things, but I can't control contentment.
The system this game uses is far too opaque to be this damaging to how a player's country is performing.
Pocus wrote:You might have a high militancy if contentment degrades fast. Reduce it by greasing their palms with social reforms...
jscott991 wrote:I give up.
After a few turns of .45-.49, I've dropped back to .38. This is mid 1854.
I have no idea how this works. I'm putting in orders for every good I can and dumping 80% to the domestic market. I have adequate capital, state money (tons of it actually), and big stockpiles of some things, but I can't control contentment.
The system this game uses is far too opaque to be this damaging to how a player's country is performing.
jscott991 wrote:My highest militancy fluctuates in the teens (Nord has been as high as 18 and is 15, I think, right now). I have no militancy in the 20s. I don't know if that's high or not.
I don't mind a long-term challenge. I don't even mind domestic problems hindering international success. But the problem with how this is modeled is that too much information is hidden. If my population is mad because they don't have rice, it doesn't say that anywhere. I can sort of, almost reason it out by seeing that I'm not able to sell rice to them, but it's hardly intuitive for a player to think that French workers in Nord and Rhone are rioting because they don't have rice. In fact, that's counter intuitive because it's ahistorical and weird. Maybe they are mad because they aren't getting enough luxuries (that's the only category where I'm not near the max I can sell them each turn). If that's the case, then the whole world must be mad because there simply aren't that many luxuries in the world economy in 1850 (and the ability to build them is very, very limited).
I'm passing every reform I can. I've done the school one every year. I've done the election one most every year. Etc.
I don't agree with the system's assumptions (contentment should not degrade like this in 1850), but my main problem is that most of the information required to manage contentment (including the amount of degradation and the reason for it) is hidden or poorly presented.
For example, the way the turn report reads I'm gaining contentment from my sales every turn (whether it's .4 or .49, it's reported as a gain). But, in fact, I'm actually losing contentment each turn because .4 is not enough to offset a degrading value that is hidden from me (along with the reason for it).
czert2 wrote:and for pocus : when i think more about it, it will good ic game tell you at quartery evaluation how is your population satisfaction evolving , something like :
you have selling enough food, but some more variaty of them can make pop more satisfied, you have enough variaty of luxury good, but dont sell them enough, you lack enough and variaty of common goods...
loki100 wrote:to be fair the B-screen does this to some extent. It tells you what goods you have too much of and which you have too little. That helps with the common and food groups to pin down any that might help push up contentment.
The other useful place to look is row 4 (if I recall properly) of the F4 screen, that'll give you an idea if the population are actually taking up all of a particular good you are selling to them. So with fish, you may be trying to sell them say 30 units but they only take 10. Any where take up matches supply is probably a good clue that you need more (if you can find/produce it)
Luxuries are easier - you inevitably need more than you have.
Jim-NC wrote:The high taxes messages show few of the provinces that are effected (you are right jscott991 - more provinces are effected then show on the register). There is also a "hidden" contentment loss. Every 6 months, the game checks the status of the provinces. If you have demonstrations for example, you get an x% drop from whereever you are. So if the contentment is 40%, and you suffer a 10% drop, it becomes 36%. I don't know the exact numbers of the drop, but you will can see this if you track long enough.
As to what the .49 means, it means that each province has a 49% chance of gaining 1 contentment point each turn.
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