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If you lack education access and wealth in your state or your nation, then newer PMs for industry are not as good as the stock ones.
In other instances, some PMs reduce the number of staff required at an industry (usually while also requiring some higher qualified workers but not always). Giving harvest tools grain farms early in the game reduces the number of workers you need, which if you were restricted in how large your population is, this is better. It does add to the wage cost of your workers a little bit, but you're able to keep the industry staffed better and therefor keep it more effectively productive longer term. But if you're not population limited, then it's usually better to forgo using the harvest tools until you get more advance PMs unlocked. Even then, sometimes it is worthwhile to make the grain farms use these harvest tools even if it negatively impacts productivity/profitability of the farms, as it puts a demand on tools which can allow you to turn your tool workshops into much more productive industries.
Ranches as well have an option to use tools to produce more meat. But sometimes you don't need meat. Meat can be replaced with a variety of other food options for your pops, so sometimes trying to produce meat is unprofitable or just not very productive at all, as there's just far too little demand for your nation on meat as they have better and more affordable other options.
Screenshot for us to take a look at it exactly so we can give more specific information to your circumstances.
The goods substitution, apparantly it's meant to take everything into account to give you an idea of what's better. But I'm confused cos, the bottom one says +1.8k or whatever it says, but when I change to it, the top one will say +500 or something, then I change to the top one, then the bottom one will now say +100. Makes no sense?
To fix this, you want to increase your supply of oil, iron and/or fish, as the input costs (including wages) is driving up the end result cost which is why your other methods are now saying they're more profitable then vacuum canning. This way you can make vacuum canning more profitable.
The project really more should be considered napkin math. Since some production outputs can fill multiple needs and have alternatives. Really I mainly just use it as a quick check to confirm that what I am doing is not going to cause demand issues on an input good by triggering shortages.
Classic example for alternatives is wood, which outside of the industrial uses can have the following:
-import/export which change dynamically
-Crude items need, which is filled by a mix of wood and furniture
-Heating needs, which is filled by a mix of wood, cloth, coal, oil and electricity
-Construction industry, though that depends if you are turning it on and off a lot vs scaling to be able to build constantly.
In general for PMs, for the first one tends to effect the buildings overall output.
For your resource (mines/farms/rubber/fish/whales) and your manufacturing buildings you always want to be at at least level 2, since that will change ownership from shopkeepers to capitalists (assuming your laws allow capitalist owners). Which are usually better due to some laws due to their investment pool contribution.
Also some PMs may shift the workforce, as an example replacing labours with machinist or farmers. Which while all 3 jobs are lower strata, labours have a wage weight of 1 vs the machinist/farmers 1.5 thus those two jobs will typically have a higher income and thus a higher SOL. So they should buy more stuff
Labour saving PMs mainly depend on how many pops you have, since if you have a ton you many want to keep them working as labours vs sending them back to the fields to work as peasants.
At this point I'm thinking to just keep everything on the maximum PM, because the prediction seems useless as it tells me everything is always the best, and I'm not capable of working out tons of maths