Supreme Ruler Ultimate

Supreme Ruler Ultimate

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Agricultural production decreasing, despite building larger number of facilities
I'm playing has India and I'm trying to play mostly has a self-sustaining nation or at least decrease my reliance on the world market.

That led me to try to increase my agricultural production to meet my expanding population pool and use some surpluses to acquire things like rubber. So I built a bunch of new farms, but instead of seeing my production increase, it started steadily decreasing from about 400mt a day to 370 and then 350 000mt a few years later to now about 296mt a day. This is really annoying cause I have at the same time the demand for food increase (I've tried to curb my demand with some success, but I'm still overelient on foreing market). I've tried to do a bunch of restructuring of my agricultural industry with really dismal results. I've alternatively tried to concentrate production, spread it out to reach a larger worfoce and decrease ressources stress in some areas (it worked a bit, but then it decreased again later on). I've increased investments in infrastructures, subzidised the aricultural industry. Nothing really seem to work. I'm also finding it hard to clearly identify which farms are more productives and which aren't so it's hard to optimize (I'm more used to supreme leader 2010 than 2020). All those problem seem to pile on and I'm wondering if this may be caused by a inssufficient oil production, my insufficient energy production or my labour shortage.

I looked at the manual and nothing seem to answer my question. A lot of people seem to care about balancing budget and GDP growth rather than production (don't care much about GDP cause I'm a big exporter).

I really enjoy this game, but this weird phenomenon where my production decreases and I can't seem to find easy charts to see the productivity of each of my farms like in Supreme ruler 2010 is really annoying when you like to micr-manage.
Last edited by Warhmetal40k; Sep 7, 2019 @ 6:33pm
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Showing 1-8 of 8 comments
GIJoe597 Sep 7, 2019 @ 6:35pm 
I posted this in a similar thread. It is relevant here also.

"BG added a formula into the mechanics that essentially negates the quantities listed on each production facility. This affects resource gathering as well as production quantities. As soon as I complete new gathering facilities I can see the demand raise a % point just about equal to the new amount I am taking in. It almost makes building new facilities pointless in my opinion.


An example of how it affects Electricity: I built a Dark Energy Power plant and it produced over, 1,100,000 MW. Now some years later it only generates 679,335 MW. At the start of game, Petrol generated 312,827 MW, it now only generates 99,900 MW.

As you can see, the stat cards change over time based on the formula. They are no longer static/fixed. I dislike this mechanic very much, but BG has indicated they have no plans to change it back."

Here is the full Steam thread if you want to read more;
https://steamcommunity.com/app/314980/discussions/0/3428846977645878666/


Essentially, the more you build the less it produces. This was a dev decision I have never agreed with, nor liked. But it is something you will need to factor when building. There is a thread on the BG forum where one facility is supporting the entire world. The player conquered everyone, scrapped all but one of the test facility. The internal scripts/code simply changed the world wide production of the single facility to meet demands.
Last edited by GIJoe597; Sep 7, 2019 @ 6:39pm
Warhmetal40k Sep 7, 2019 @ 6:53pm 
What the hell? This make no ♥♥♥♥♥♥♥♥ sense. I can understand that larger number of production facilities can cause a decrease in production because of inefficiencies, but smaller number of factories do not always mean more efficiency/production. Why didn't they just introduce an efficiency mechanic like in SR 2010? This is really unrealistic and has you said in the other thread negate the need for industries. I think I'm just going to stop playing until they fix that issue or until a mod is created to avoid it. Because this is just absurd.
Warhmetal40k Sep 7, 2019 @ 7:08pm 
It's kind of wild that they've ruined a system that worked so well since their last game in 2005. Production management is my favorite part of SR and managing defficiencies was something I really enjoyed. Ugh, well I guess I'll give it another try in 3 years.
dominuss Sep 9, 2019 @ 1:21am 
Does anybody know a way to make the produktion static again? Editing some files? Cheatcodes? Mods? And does anybody know whats the dev reason for this was, exept to harrasment players who wants to become self sufficient?
Last edited by dominuss; Sep 9, 2019 @ 1:27am
DARI Sep 9, 2019 @ 10:19am 
Originally posted by dominuss:
Does anybody know a way to make the produktion static again? Editing some files? Cheatcodes? Mods? And does anybody know whats the dev reason for this was, exept to harrasment players who wants to become self sufficient?
there is no way to change this by customers - and the devs are pretty silent (to say it nice) about disabling that automatic production adjustment in any way.
Chris-BattleGoat  [developer] Sep 9, 2019 @ 2:54pm 
There is some discussion happening in studio, but that's all I will say at this time.
just want to mention in 1936 sandbox scenario this mechanic does not work. This results in spamming oil production all over the place (if you play as an axis nation) or die somewhere around 1943 by crippled economy. So having no productivity gains over time to match global demand is not a good solution either! Especially in a scenario where industrial goods are rare and AI cannot build properly to match global demand.

I have never had any issues to profit from building new facilites playing DRC in 2017 start or later to sucessfully grow my economy. Starting with no consumer good production and building a single facility greatly increases your revenues. So probably building new facilities is simply shifting global market shares in favor of the builder? This would not be such a poor game mechanic, because to sell something you always need someone to buy it, don't you?
Warhmetal40k Sep 11, 2019 @ 4:34pm 
Originally posted by Duncan Mac Havoc Jr.:
just want to mention in 1936 sandbox scenario this mechanic does not work. This results in spamming oil production all over the place (if you play as an axis nation) or die somewhere around 1943 by crippled economy. So having no productivity gains over time to match global demand is not a good solution either! Especially in a scenario where industrial goods are rare and AI cannot build properly to match global demand.

I have never had any issues to profit from building new facilites playing DRC in 2017 start or later to sucessfully grow my economy. Starting with no consumer good production and building a single facility greatly increases your revenues. So probably building new facilities is simply shifting global market shares in favor of the builder? This would not be such a poor game mechanic, because to sell something you always need someone to buy it, don't you?


You can actually gain productivity through new technologies. Though the real answer to your problem would probably be that they bring back an efficiency system like in SR 2010 where you spend more or less money depending on how much efficiency you want in your industries. Meaning that you can produce more with a smaller number of industries at a higher cost or build a larger pool of factories to lower that cost when you have sufficient ressources. That also make expansion more expensive has you have to manage an ever growing number of factories that produce less because they're not loyal to you. You can even research for ultra efficient building that can sometime lower the cost of production because you can build one giant factory (that's really expensive), but that allows you to get rid of 17 factories that all in all cost you more to maintain then 1 expensive factory. It's a bit cartoonish though, so there's probably a better way to do it. They could also use road and train network to increase to productivity of a factory by making the supply level influence how much a factory is producing.

Then again, maybe they have a better idea than this. I'm not a dev who worked on this game for 4 years, but the system right now frustrate me, because I don't that much about profit, but I care a lot about managing efficiently production.
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Date Posted: Sep 7, 2019 @ 6:32pm
Posts: 8