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Also keep in mind that every building after the first in an industry gives a though put bonus to output.
If market access isn't the issue, there's something else causing your one state to not have 100% access to goods at your national price. Since it's connected to your capital state through a land connection, the only way you wouldn't have 100% market access is to be over infrastructure limit or overpopulated. But if it's a new game and year start for Chile, this isn't overpopulation. Overextending infrastructure is quite possible though, as gold fields add a heavy weight to infrastructure and there's a few of those in Santiago as well as Santiago being developed up some what. Early game you won't have that high of an infrastructure cap and when gold fields show up, you can quickly skyrocket over your limit and kill market access.
https://steamcommunity.com/sharedfiles/filedetails/?id=2900208055
https://steamcommunity.com/sharedfiles/filedetails/?id=2900208033
https://steamcommunity.com/sharedfiles/filedetails/?id=2900208043
The price is equalized across the three states, and some time has passed since I took the screenshots in the OP, but here's the latest numbers:
https://steamcommunity.com/sharedfiles/filedetails/?id=2900208643
https://steamcommunity.com/sharedfiles/filedetails/?id=2900208630
Same issue, but local price is the market price because both have spare infrastructure and 100% market access.
So there's overhead expenses that will inflate with an industry as it levels up over time. So many employees, gotta have more middle management to oversee them, type of a factor here. I've not looked into the exacts of it but that's how I treat this.
Wage competition in different states is also a factor as well.
There's also the different rate of wages for employment in unincorporated states as well, which will increase those green values you're seeing for earnings in the state that is unincorporated.
The earnings that are shown when you go to build or upgrade are predicted earnings. They're not exact but a good idea. Usually as you get building up an industry in a state, in order to get it fully employed they might have to raise wages a little. But the predicted earnings are usually based on the productivity of the building, which uses the wage average.
I just use the values for the predicted earnings given as indicators of "good, better, best, worse, worst" type choices for prioritizing where and what to build.
So the goods are all the same price, just cause you're close to infrastructure limit keep an eye on that.
I know there's a stacking "penalty" from having a larger industry size. The same goes with barracks and military costs. And construction sectors. It's more so just a cost-efficiency thing. It might actually be the throughput bonus actually, because throughput does produce more goods in the end, but it increases the goods consumed.
I have a level 10 Textile Mill right now. It has +9% throughput. Core costs the input is 100 silk, dye and tools and 500 fabric. It costs the overhead more in goods because it's consuming 9% more with 109 silk, dye and tools and 545 fabric. But I get 9% more output, without increasing wages or employment count. Sometimes as you get producing more in mass, you can begin to lose cost efficiency with the raising demand and price of the input goods.
The earnings is also adjusted by the change in supply-demand and price of the output good on full employment. So as you increase an industry in one state, that will also lower the output goods price gradually.
I think that the prediction tool consider the lost of profit for the industry due to more production=lower pricer. But it consider only the buildings of the state you are building in; it doesn't consider the effect on the buildings of all your nation.
So it seems that building in a state without the same industry it's more profitable than building in a state with for example 30 of it...
In your case this applies. Expanding doesnt beenefit the local pops, so the level 0 - 1 Structure etc, has always a higher reward, compared to the market, if the local pop consumes it. But that works for all goods, cause they also have to pay a "transport" fee even if this is hiddden.
Have you also checked the production methodes, perhaps the logging camp produces only loggs/ or planks also and this explains it, build it, than look at it and compare it
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Local sale price of wood varies by state due to differences in local (i.e. within-state) production and usage of wood, in each state.
Local production and usage varies by what buildings / construction you have in each state, and by the number and standard of living (i.e. strata) of pops, in each state.
There may possibly be other factors involved, but I'm not sure there are.
Hey KingGorillaKong, that will certainly do it, I agree. But take a closer look and I believe you'll see variations in sale prices across states, even when market access is 100% in both. I'm certainly seeing that in my save. It's a small effect if the two states have a lot of buildings and production, but it seems to be a bigger difference if the number of logging camps in a state is low.
Perhaps see if you can load up an old multi-state save and check it out?
Someone'd probably have to look at the code to be sure.
Cheers, Dave
But I'll have to take a look after I finish my Krakow game (or when I get a second state after I can break free from Austria).
When trying to expand my Iron production, I ran into a similar issue. To solve it, I first increased the Tools market. The cost for tools to produce the Iron that I initially wanted, far outpaced the prices of Iron. The more Iron I produced, the cheaper the Iron became, but the cost of Tools kept going up.
Also. The Throughput bonus of expanding a building type in an existing market is also going to effect prices slightly.
Lastly, national income is directly proportional to the income of the workers. Meaning, if there is not enough workers to actually make a site profitable, then no workers will be working, thus no income. You need to make sure that the Productivity is higher than average wages, or the 'Building' in question will operate at a loss, and thusly NOT be able to pay wages, thusly you will not make money off the taxes of said wages.
Subsidizing the Building in question, until the market stabilizes, and more people are trained in the tools/machinists positions (depending on your Production Methods of the region) can help jump-start the economy. Just remember stop subsidizing when you don't need it to be, so that when markets fluctuate normally you don't end up paying for it from the coffers.
If you're building your very first building of a type in a state, then I think it assumes the initial PM will be the basic one.