Generalist, you can solve for the price equilibriums using matrix multiplication in excel. Combine inputs(-) and outputs(+) into a single matrix and multiply by the desired equilibrium efficiency (1x5 matrix in your example) to get an exact price equilibrium.
Very good stuff👍 I think the wood prices also fall off because of it being replaced by rubber(tools) and coal/oil(heating) Also you've got a knack for explaining stuff
Just want to say that I'm really grateful for your work. It's kind of insane that you manage to make going through a spreadsheet entertaining yet educational at the same time. I'm a veteran Vicky2 player and I was one of the people very critical of Vicky3. Your videos in particular helped me to stop being so narrow-minded and finally see just how actually deep this game and its mechanics is. Obviously, I also got a lot better at it and consequently started seriously enjoying it. Please continue making content, you really have a knack for it and I'm sure it'll pay off big with time. Cheers!
i recently found your channel and already binged all the post 1.5 guides, i've been enjoying the game so much more i feel like i've only played half the game up to now. glad this game has an advocate for people who want to understand the discrete mechanics of it. cheers
How do you take into account the differences between worker classes? Qualifications and Pops acceptance to changing jobs make so that not all workers are made equal. Also, construction can still be very relevant at the end-game, but on different buildings, since you have to build a million power plants everywhere and they are so inefficient.
Diminishing returns from companies are tricky. The logic from building levels does not hold up just as well. With buildings one invests the increased TP into the produce of all present buildings of the type. To judge whether a company TP is worth it or not you would have to look at the complete production potential you affect and then add to that the diminished TP increases to get a feeling which company generates the most nominal impact. This invalidates nothing said in the video. Just for people thinking taking sth like clothing company because they dont have much clothing TP bonus yet while they could have had a second iron pm for their 2k iron mines as that would still have more impact in such a case
what do you think of the metric: Net 0 Balance with Base Price Inputs (N0BBPI)? That is to say, how depressed an output good can be before the building/pm becomes unprofitable
I was going to comment "Do you have a link to the spreadsheets, I have some children to scare." But then I realized that I should check the description first. And lo, there it be. But here's a comment anyways
Thanks for all the help learning this game! I'm curious to know if the strategy changes if you are going for a playstyle of extract as much money as you can type game. Wondering if you have thoughts on optimizing wealth extraction and price of construction. On the one hand you want as low of price of construction materials as you can get. On the other hand, if those materials are expensive, then thats more profit you get back in the form of dividends
Now I wish you had a price guide, what should I be aiming towards for every construction method. Like adding to the sheet explosives, glass, lead when you switch from iron to steel.
It depends on all your PMs - everything is interrelated and the equilibrium shifts if you change a single PM. This is without considering MAPI and state bonuses. I think it's better to just try and understand what the trend will look like and why
@@generalistgaming Which one is better? When building a mine is better than building wood? When building a factory is better than building a mine? When building a heavy industry is better than a factory? Etc.
Bruh this is way too much in depth for me lol but im picking up some things here and there. Gonna take a while to digest. Last week felt like a big milestone to me when I finally understood that I could willingfully transfer money from investment pool to the gold reserve by manipulating the construction queue... Guess I still have a long road to go 😅 Btw would love to see you try a lanfang run. Im trying to get the achievement but I struggle and I guess im a bit unlucky with gold discoveries too...
Great video, as always. I don't get the idea that throughput gives diminishing returs. When you have a building with a base production of 10 units of a good and you add a new +10% throughput, you produce 1 more unit, independently of the current throughput. What am I missing?
That additional unit, relative to your current economy, is less valuable than the previous marginal unit of 10% throughput. 10/100 is greater than 10/110. Also, it's important to consider thinks relationally. So imagine I have 100 buildings at equilibrium (because we have to consider how it relates to the rest of the economy) and I get 10% throughput - I have effectively gotten 10 free buildings from the throughput. However, while my new equilibrium price is lower from producing more and having a lower equilibrium, I now will have more buildings than equilibrium. So, I might only need 95 buildings to be at equilibrium w/ the throughput. If I got another 10% throughput it would only be giving me 9.5 buildings for free, because I have a proportionately smaller number of those buildings in my economy as a result of the initial 10% throughput.