Labor allocation sliders broken?

Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.

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bluemonday
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Joined: Mon Jun 20, 2005 5:19 am

Labor allocation sliders broken?

Post by bluemonday »

I'm not sure I understand what is going on with labor allocation. Here is an example:

I start out in Piedmont with all of my labor allocated to textiles, agriculture, and luxuries. Unallocated = 0. The key commodity in this example is Spice. Right now it says Piedmont is producing +1 Spice, and my total production of Spice is +27 (although as Beorn has pointed out, who knows what that box really means).

Now I crank my agriculture down. Unallocated labor = 23. Spice production is still +1. As I understand it, Spice production is tied to Luxury allocation? Ok. But even though my Spice production in Piedmont has not changed, the box underneath now says +24. By my reading of this screen, my empire is now producing 3 fewer Spice somehow, but the Spice production in this province is unchanged. ??

Ok, I lower the Agriculture allocation further. Unallocated = 30. Spice production is still +1, but now my overall production box reads +27 again. This means that lowering my Agriculture first dropped my overall Spice production, but then further lowering restored it. All while production in this province remained unchanged.

I then took everything out of Textile production and threw it into Agriculture, raising my Agriculture allocation to more than it has been at the beginning of the example. Result? Still no change in Spice production in Piedmont, but overall Spice production dropped again to +24.

Since my understanding of Spice is that it is tied to allocation in Luxuries, I lowered the Agriculture allocation and put the remainder into Luxuries. The Spice production went up to +4, but the total Spice produced box shows it at +27, which is the same number it showed when I was producing 3 fewer Spice. So that means that while significantly raised my Spice production in this province, it actually doesn't seem to have changed the overall production at all. In fact, when playing with this slider, I was able to set it to +2 or +3 Spice, which yielded overall numbers of +25 and +26, respectively. That means that at these settings, my Spice production was less overall than it was before I changed anything, yet I was producing more Spice in this one province.

I took screenshots of all this but decided against posting them since it seems like overkill. But the questions remain:

Is Agriculture labor somehow tied to Spice production? Or is it just Luxury labor?

* If the former, why is isn't the provincial Spice production affected, and just the overall number is?

* If the latter, why does changing the Agriculture level change anything?

How can I be producing more of something after changing the sliders in a province, but overall end up with less?

And what does that overall box really mean? Is it incorporating some other calculations? Is there waste or trade in there than is affected by production of other goods tied to agriculture that is somehow tied to overall Spice?
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Ralegh
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RE: Labor allocation sliders broken?

Post by Ralegh »

Hehe. Eric is working on a detailed guide to teh economy, which will explain anomolies like this. There will be a rationale for it. For the moment, the best info we have is in the Ralegh Tip Guide "Economy for Dummies" section.
HTH
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Uncle_Joe
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RE: Labor allocation sliders broken?

Post by Uncle_Joe »

For a minute I wasnt sure if I was still reading the CoG forums or if I had moved to Dune...The Spice Must Flow! [:D]

But yeah, again, I agree. I am having the same problems with the sliders too. The results dont seem to add up like they should. I've already taken Ralegh's advice and given up trying to decipher it on my own. I'm awaiting the econ guide and I hope that clears up our confusion on these issues.

Spice...
bluemonday
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RE: Labor allocation sliders broken?

Post by bluemonday »

Ok. I also found a problem today that if you put Labor into the Development allocation, it actually takes longer to build an improvement. That just has to be a straight-up bug, no?

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Uncle_Joe
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RE: Labor allocation sliders broken?

Post by Uncle_Joe »

Thats a good one. Hopefully this will point to a bug that might be responsible for some of the other screwiness we are seeing!
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Ralegh
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RE: Labor allocation sliders broken?

Post by Ralegh »

Wow - nice catch! Please cross post to the bug subforum.
HTH
Steve/Ralegh
bluemonday
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RE: Labor allocation sliders broken?

Post by bluemonday »

Is that in the support subforum? I don't have access to any dev forums. Maybe you can just cross-post for me if it's in a non-public area.
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Uncle_Joe
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RE: Labor allocation sliders broken?

Post by Uncle_Joe »

Its at the top of the page...Crown of Glory Support.
bluemonday
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RE: Labor allocation sliders broken?

Post by bluemonday »

I see. I thought that was just a general technical help forum, not for bug reports. I will post.
Sonny
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RE: Labor allocation sliders broken?

Post by Sonny »

I seemed to have a similar situation with food. I was adjusting all of my provinces in the development screen and noticed it said 1 population was starving. So I adjusted the agriculture up quite a bit in one province and the notice said there were now 2 population starving! What I did not take note of were the other settings before I cranked up the agriculture. So perhaps the reduction in one of the others (like labor or development) may have caused the reduction in food. Just not sure about these numbers. But I don't worry about it I just play the game using my best judgement instead of hassling with the numbers.
Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
bluemonday
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RE: Labor allocation sliders broken?

Post by bluemonday »

The problem is that it's hard to have any judgment at all if the sliders are tied together in undocumented ways.
Naomi
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RE: Labor allocation sliders broken?

Post by Naomi »

Two bugs i experienced are:

1. When I tried to allocate more labor to make development complete sooner, I scaled the "development" bar to 80% full to give a completion time of 2 turns. So I moved it further right till I got 1 turn at 90%, but as I kept tilting toward the right end, it became 2 again.

2. A ship of a non-allied nation entered a port of my province (I didn't know why the nation sent it there). I was prompted to declare war as it violated my territory. However, the ship didn't come out and keep on residing there and there was on way for me to drive it out. Another case is that the surrender nation's ships in a province ceded to me didn't leave and kept posing a threat when we were back to war as I had no way to capture or destroy them.
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