Advanced Economy - Textiles
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Advanced Economy - Textiles
Ok, gents, here is the first addendum to the Advanced Economy Guide that I have been promising for a few weeks. For those that haven't seen it yet, the basic guide is in the Manual folder in the game subdirectory. BTW, there's also a spreadsheet there that has the maximum slider values already done for you for the 1805 Standard scenario.
I decided to post Textiles first since they are the hardest to understand for the newer players. So, take a look at this and see if it's any help to you. Comments are welcome.
THIS IS A ZIP FILE. CHANGE THE EXTENSION TO .ZIP BEFORE TRYING TO OPEN IT.
I decided to post Textiles first since they are the hardest to understand for the newer players. So, take a look at this and see if it's any help to you. Comments are welcome.
THIS IS A ZIP FILE. CHANGE THE EXTENSION TO .ZIP BEFORE TRYING TO OPEN IT.
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- Textiles.txt
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Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
RE: Advanced Economy - Textiles
HiHi
"Blessed be the name of BJMorgan for all eternity!" [&o] [&o] [&o]
Cheers BJ that really does help.
By the by I see you quote the 25% tool tip figure for factory boost to Textile production, as your question never got answered on the 'Trade Wool for Textiles' thread is this "inside" information [:)] and we can now take it that the 10% quoted in the manual is wrong.
All the Best
Peter
"Blessed be the name of BJMorgan for all eternity!" [&o] [&o] [&o]
Cheers BJ that really does help.
By the by I see you quote the 25% tool tip figure for factory boost to Textile production, as your question never got answered on the 'Trade Wool for Textiles' thread is this "inside" information [:)] and we can now take it that the 10% quoted in the manual is wrong.
All the Best
Peter
RE: Advanced Economy - Textiles
Excellent BJMorgan.
You hint at it, but can I just clarify that the textile production ONLY pulls from your stocked wool/cotton and not from what will be produced this turn?
So for game play purposes, any great increase in wool this turn will not see an increase in textile production until next turn (as long as there is textile manufacturing capacity).
You hint at it, but can I just clarify that the textile production ONLY pulls from your stocked wool/cotton and not from what will be produced this turn?
So for game play purposes, any great increase in wool this turn will not see an increase in textile production until next turn (as long as there is textile manufacturing capacity).

Image courtesy of Divepac
RE: Advanced Economy - Textiles
You must have wool or cotton already in the stockpile.
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
RE: Advanced Economy - Textiles
I'M quite surprised by this statement since my stockpile of wool/cotton is usually 0 and I'm still producing textile....[&:][&:][&:][&:]
RE: Advanced Economy - Textiles
Post a game save and I'll look to see, but I don't think so.
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
RE: Advanced Economy - Textiles
Ok. I stand by my statement.
I just reduced the starting Wool in COG2Players.txt to 0 as a test. This represents a current stockpile of 0 for the first turn. I had a capacity of about 20 Textiles from all my provinces. When I started turn 2, I had no Textiles produced on turn 1.
I had produced 38 Wool on turn 1, so by turn two my Textile balance went up by 9, or 36/4, the correct amount.
So, I don't know what you're seeing, but the system as I described seems to work.
I just reduced the starting Wool in COG2Players.txt to 0 as a test. This represents a current stockpile of 0 for the first turn. I had a capacity of about 20 Textiles from all my provinces. When I started turn 2, I had no Textiles produced on turn 1.
I had produced 38 Wool on turn 1, so by turn two my Textile balance went up by 9, or 36/4, the correct amount.
So, I don't know what you're seeing, but the system as I described seems to work.
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
RE: Advanced Economy - Textiles
Bjmorgan: Is the formula for production the same for all the ''goods''?
RE: Advanced Economy - Textiles
No. I have the others coming in a few days. I posted Textiles first since it was the most difficult to understand.ORIGINAL: Franck
Bjmorgan: Is the formula for production the same for all the ''goods''?
Labor is next, because it is the easiest.
I've decided to move things out of the individual resource pages that really apply to all of the resources. In effect, I'll have a set of common things to look at. It's slow, but coming along.
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
- Harvey Birdman
- Posts: 143
- Joined: Sat Jan 07, 2006 11:32 pm
RE: Advanced Economy - Textiles
Good work.
Have you noticed that building a factory doesn't improve labour production by 50%.
Paris can produce 9 labour at maximum labour allocation. I built 2 factories and it's only up to 12.
I don't know if it's a bug or if the factory tooltip is wrong.
In your textile guide you forgot to mention what you said in your economic guide.
ie.
Wool production for the first 10% labour allocation = population X base province wool production level. After that it's 50%
Have you noticed that building a factory doesn't improve labour production by 50%.
Paris can produce 9 labour at maximum labour allocation. I built 2 factories and it's only up to 12.
I don't know if it's a bug or if the factory tooltip is wrong.
In your textile guide you forgot to mention what you said in your economic guide.
ie.
Wool production for the first 10% labour allocation = population X base province wool production level. After that it's 50%
Indirect tactics, efficiently applied, are as inexhaustible as Heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away but to return once more. Sun Tzu
RE: Advanced Economy - Textiles
Labor is comiong next, and yes, the 50% seems to work correctly. Keep in mind that there are other things other than factories that effect Labor. You'll have the full formulas soon. I just need time to get the dang thing finished. My boss keeps giving me things to do ....[:(]
And, the Textile guide was not about how Wool is produced, so I made no mention of it other than that you have to have it, or Cotton, in order to produce Textiles. Wool will be coming in a few weeks.
And, the Textile guide was not about how Wool is produced, so I made no mention of it other than that you have to have it, or Cotton, in order to produce Textiles. Wool will be coming in a few weeks.
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
RE: Advanced Economy - Textiles
I just completed a test with Harvey Birdman's data and found that by changing the beginning factories in Paris from 4 to 6, the max production of labor does indeed go from 9 to 12. Good shhow Harvey!
BUT, ..... <pause for added drama> .... when I changed the value from 4 to 6 in the formula I will show you soon which uses 50% as the factory multiplier, I get ...... <another pause> ...... 12.
This is because there are moderating effects of other variables that make the actual value less than the expected value. That is why I'm doing these guides, because after many, many months of testing COGEE, and many, years playing COG, whose economy still forms the basis for COGEE, I have noticed the system has many variables that tug and pull the actual value one way or another. I want to show you some formulas that are very good estimators of what happens when you build factories, farms, etc.
So, be patient. Labor is ALMOST done. I'm actually just cleaning it up so I don't have to call it a draft of some kind. Keep in mind that I'm just doing this own my own time (well, maybe a little work time), just to keep others from having to spend a lot of time redoing what has already been done.
BUT, ..... <pause for added drama> .... when I changed the value from 4 to 6 in the formula I will show you soon which uses 50% as the factory multiplier, I get ...... <another pause> ...... 12.
This is because there are moderating effects of other variables that make the actual value less than the expected value. That is why I'm doing these guides, because after many, many months of testing COGEE, and many, years playing COG, whose economy still forms the basis for COGEE, I have noticed the system has many variables that tug and pull the actual value one way or another. I want to show you some formulas that are very good estimators of what happens when you build factories, farms, etc.
So, be patient. Labor is ALMOST done. I'm actually just cleaning it up so I don't have to call it a draft of some kind. Keep in mind that I'm just doing this own my own time (well, maybe a little work time), just to keep others from having to spend a lot of time redoing what has already been done.
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
RE: Advanced Economy - Textiles
Maybe a little more explanation is required. I don't mean to tease anyone with my last post.
Even though you might expect to go from 9 to 18 when you build two more factories to increase production capacity by 100% (50% *2 factories), that's not what's going to happen. There are already 4 factories, so what you're doing is increasing the formula value by just 50%, i.e., from 4 to 6. So, it should be another 4.5 labor. But, this is not really true! Here's why:
Remember that you get a .1 multiplier for each population point in aprovince. Paris has 7 pop points, yielding a .7 multiplier. What this means is that ALL other variable effects are therefore attenduated by 70%. So, even though you think you should get 4.5 for the extra factory developoments, you're actually only getting 3.15. (That is 4.5 times .7.) Now, 9 plus 3.15 is 12.15. The figues on the Economic Advisor always seem to be the integer amounts of the calulations. The code still can adjust the actual amount up as I describe in the Advanced Economy Guide. So, you should see 12 on the screen. You do.
Once you play around with the complete formula, you'll understand this a little better. This explanation may not help much.
Even though you might expect to go from 9 to 18 when you build two more factories to increase production capacity by 100% (50% *2 factories), that's not what's going to happen. There are already 4 factories, so what you're doing is increasing the formula value by just 50%, i.e., from 4 to 6. So, it should be another 4.5 labor. But, this is not really true! Here's why:
Remember that you get a .1 multiplier for each population point in aprovince. Paris has 7 pop points, yielding a .7 multiplier. What this means is that ALL other variable effects are therefore attenduated by 70%. So, even though you think you should get 4.5 for the extra factory developoments, you're actually only getting 3.15. (That is 4.5 times .7.) Now, 9 plus 3.15 is 12.15. The figues on the Economic Advisor always seem to be the integer amounts of the calulations. The code still can adjust the actual amount up as I describe in the Advanced Economy Guide. So, you should see 12 on the screen. You do.
Once you play around with the complete formula, you'll understand this a little better. This explanation may not help much.
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.

