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Thanks. Let us know what you find!
50-75 miles sounds reasonable - I'm not sure yet what that translates to for the range figure, though.
Excellent point on the local consumption of wood. I think you are probably correct here.
My workaround (I don't see it as a fix) with 400 range for better IIPs is pretty crazy for Union. I came up with the value of 400 using a CSA save and while I think the results will be a bit more reasonable there I think it's still overkill. Combining this with 50x transport capacity means that goods pretty much teleport around, note very realistic.
One very interesting thing with the tests is the HUGE difference in production between out of game test and the other tests. From my config diving i have found
Maybe a test where we force companes to produce a constant amount of goods could be interesting? I.e. set "Reduction of production if produced good is not profitable (multiplier <1)" to 1.
For focused production this line confuses me a bit, it seems to contradict itself:
Thanks for your kind words. Appreciate it.
Yea, I noticed that, too. Originally I thought it had to do with prices and profitability being so much better so all the companies just went crazy producing. But, then I noticed that when you compare the Iron Ore production between all three tests, they are about the same. So, I think for the Iron the production was so much higher because the Foundries were using Coal WAY more often because they could get it cheaper.
Cool find. I didn't realize that was there. However, it appears to be 'cuts BY a tenth' not 'cut TO a tenth' - not sure if that was just a typo or something. So, I understand this value to mean that production of a good will be cut by 0.1 or 10% if not profitable. So, if you're producing 25,000 pcs of Iron Ore and it isn't profitable, this would cut output by 2,500 pcs. So, I believe if you set this value to a '1' that would mean a 100% cut in production!
Also, I'm not so sure that there's a lack of goods to 'push' out from IIPs. It seems more like because the IIPs hike up prices too steeply, the outside companies won't 'Pull' the goods from those IIPs that are closer to the cheaper goods. When we arbitrarily set the "range" value higher than it should be, they can go past these IIPs with high prices and get to the cheaper goods.
Now, obviously, that's unrealistic to allow the teleportation of goods as you correctly and hilariously pointed out. And there has to be some cost to move those goods from the areas that produce them to the areas that need them. The IIPs/Towns want to make a profit, too. So, I don't know - that's why I think maybe the only solution is to change the coding so they don't increase their prices too high
Like for example, this observation in my original post is a good example:
You can see I built a new Foundry at Montpelier, VT in April 1861. By February 1862, Burlington, VT IIP has 37K pcs of Iron Ore for $1 - yet the Foundry is paying $66 for Iron Ore. I only knew what the Foundry was paying because it had a Red Arrow indicating low profitability. Those IIPs are right next to each other - with a railroad. Seems strange to me.
Nice catch. Should be set to 0 then to force production. Your following example point to the falseness of my theory but it would still be interesting to see what happens if production is constant even if prices are down to ~1$.
Yup, it's not really optimal or realistic but it's a fun workaround to allow the economy to kick into gear. One thing I was thinking about when testing with CSA is the possibility of cotton reaching the ports and european trade nodes. This seems to be a problem with 50 range-to-search too, and would influence how blockades work too. If there's nothing being traded there's not much to blockade, but with 400 range-to-search (or IIPs working correctly) maybe there's a need to tweak blockade efficiency. Same for a couple of other areas that would be affected by a stronger economy game.
Maybe the IIPs want to make a profit, but they aren't really trying to make a profit right now, and yeah, that seems like a problem we don't have much control over.
Just a few more thoughts: this should not influence the production by alot (10% reduction). Maybe it's stackable and the exponent is multiplicative and not additive. If it is or isn't there's the "value<1" rule in the description so prudction should never stop entirely.
About the focused production, as I said the description is a bit confusing, but if it is an exponent the default is 3 so thats a pretty hefry increase. The next line is
This has some support in the data since iron ore is always maxed out even if it's just stockpiling in nearby IIPs but iron needs some help to achieve good production.
One final thought about the tests that maybe deserves its own post, the prices seems to act like they should, when iron ore is not reaching the foundries the price drops and vice versa, this matches up with what the devs said about how goods are supposed to move between IIPs, but it seems like IIPs just don't seem to understand that there's a demand for the goods. This seem a bit like a catch 22 to me: demand is lowered because demand is not fulfilled.
Iron I assume represents pig iron. To make 1 ton of pig iron you need 2 tons of iron ore, 1 ton of coal and 0.5 ton of limestone.
Typically there are 3 ways to make steels from here
1. wrought iron which is basically melt pig iron with slag and then use a hammer to beat it until the carbon content is correct. This is what you usually see a blacksmith doing.
2. cast iron - melt pig iron, add scrap iron and alloys.
3. carbon steel you need to heat a mix of pig iron, iron ore and limestone. This is an extra process to remove extra carbon and impurities (phosphorous and Sulphur, typically).
melting requires coal since you have to heat up your furnace to 1600F at least
regardless, the process in the game is completely backwards. First of all, coal is optional, and secondly proportions are all wrong.
so i would suggest the following changes
1 Pig iron = 2 iron ore+1 coal.
Steel = 1 iron+1 iron ore+1 coal.