Hier noch mal was zur Produktivität, was ich aus dem Paradoxforum kopiert habe (Thread weis ich leider nicht mehr), beachtet das folgendes auf 1.01 basiert, allerdings werden sich die Struktur der Formulas kaum geändert haben.
Interessant finde ich das hiernach ab 60.000 POP-größe, sich keine zusätzlichen positiven Auswirkungen zeigen.
The tests were made with 1.01, I will try to bring everything to 1.02 step by step.
Factory:
I have made a test with one 100.000 craftsmen pop in a steel factory, production efficiency(PE) = 0.40(40%) with Prussia.
I made sure, that it is the only steel factory working, so that
total steel production = factory steel production
and the tooltip can provide more precise numbers.
North German, protestant, level 1 factory ->0.44 steel
North German, protestant, level 10 factory ->0.44 steel
North German, catholic ->0.44 steel
North German, jewish ->0.44 steel
North German, pagan ->0.44 steel
North German, capitalist now South German ->0.44 steel
Polish, jewish ->0.22 steel
Polish, catholic ->0.22 steel
Polish, protestant ->0.22 steel
South German, liberal ->0.22
South German, conservative ->0.22
South German, conservative, PE = 100 ->0.55
South German, conservative, PE = 100, no more capitalist ->0.50
South German now "clerks", PE = 100, no more capitalist ->0.75
factory output = production efficiency * (culture * type * size) * {capitalist} * building_efficiencies * max. working hours
I have seen it work for:
steel, canned food, winery, glass, fertilizer, clipper convoy, furniture, fabric, explosives, artillery, small arms, ammunition, paper, lumber, regular clothes, cement, machine parts, others not testet
Infrastructure:
production efficiency = see province [0.40 - 1.0]
and is depending on railroads
Railroads have 7 levels:
level 0 - 40% provincial infrastructure
level 1 - 50% provincial infrastructure
level 2 - 60% provincial infrastructure
level 3 - 70% provincial infrastructure
level 4 - 80% provincial infrastructure
level 5 - 90% provincial infrastructure
level 6 - 100% provincial infrastructure
Pop():
culture = 1.0 main culture; 0.5 others [0.5 or 1.0]
type = craftsmen [1.0] or clerks [1.0 + literacy/2]
size = 4 classes [0.25; 0.5; 0.75; 1.0]
Capitalist{}:
Capitalist = {1 + (0.1 * capitalist_bonus) * number of capitalists}. The culture of the capitalist pop does not effect the bonus. Range [>=1.0].
e.g.(capitalist_bonus = 1.02):
0 capitalists = {1 + (0.1 * 1.02) * 0} = 1.000
1 capitalists = {1 + (0.1 * 1.02) * 1} = 1.102
2 capitalists = {1 + (0.1 * 1.02) * 2} = 1.204
3 capitalists = {1 + (0.1 * 1.02) * 3} = 1.306
4 capitalists = {1 + (0.1 * 1.02) * 4} = 1.408
5 capitalists = {1 + (0.1 * 1.02) * 5} = 1.510
6 capitalists = {1 + (0.1 * 1.02) * 6} = 1.612
7 capitalists = {1 + (0.1 * 1.02) * 7} = 1.714
8 capitalists = {1 + (0.1 * 1.02) * 8} = 1.816
9 capitalists = {1 + (0.1 * 1.02) * 9} = 1.918
10 capitalists = {1 + (0.1 * 1.02) * 10} = 2.020
I have seen it work for 13 for Prussia and even more for China and suppose, that there is no limit. So it is a good idea to have as many capitalists in a state, as possible. When you convert a pop to a capitalist, the effect on the bonus will start at the first day of the next month.
capitalist_bonus = see save game file, 1.02 for Prussia in 1836
building_efficiencies = see save game file, 1.0 (steel_factory)
pop size test:
(North German, PE = 100, no capitalist)
100.000 ->1.00 steel
70.000 ->1.00 steel
60.000 ->1.00 steel
59.900 ->0.75 steel
59.000 ->0.75 steel
55.000 ->0.75 steel
50.000 ->0.75 steel
20.000 ->0.75 steel
19.900 ->0.50 steel
15.000 ->0.50 steel
10.000 ->0.50 steel
1.000 ->0.50 steel
500 ->0.50 steel
400 ->0.25 steel
100 ->0.25 steel
So the size value is:
[0.25] for pops <500 (1-499)
[0.50] for pops from 500 to <20.000 (500-19.999)
[0.75] for pops from 20000 to <60.000 (20.000-59.999)
[1.00] for pops >=60.000 (60.000-100.000)
Max. working hours:
[1.00] - no limit
[0.90] - 14 working hours
[0.85] - 12 working hours
[0.80] - 10 working hours
[0.75] - 8 working hours
"work_hour_eff" from the save game file might also have influence. I can't say, if it has to be integrated into the formula. I have only seen 1.0 values for it.
Example:
one 50.000 clerks pop, North German, PE = 40%, 1 capitalist in state
factory output = 0.4 * (1.0 * 1.5 * 0.75) * {1.102} * 1.0 * 1.0 = 0.4959 steel per day
Several pops working:
e.g. Prussia 1836 Schlesien, steel factory, PE = 25.3%, 2 capitalists in state
10.000 craftsmen, North German
1.000 clerks, North German
9.000 craftsmen, North German
16.000 craftsmen, North German
10.000 clerks, North German
actual output = 0.91 steel per day
calculated
pop1 = 0.253 * (1.0 * 1.0 * 0.5) * {1.204} * 1.0 * 1.0 = 0.1523
pop2 = 0.253 * (1.0 * 1.5 * 0.5) * {1.204} * 1.0 * 1.0 = 0.2284
pop3 = 0.253 * (1.0 * 1.0 * 0.5) * {1.204} * 1.0 * 1.0 = 0.1523
pop4 = 0.253 * (1.0 * 1.0 * 0.5) * {1.204} * 1.0 * 1.0 = 0.1523
pop5 = 0.253 * (1.0 * 1.5 * 0.5) * {1.204} * 1.0 * 1.0 = 0.2284
sum = 0.9138
Test 2:
only 1 clerk
10.000 craftsmen, North German
1.000 clerks, North German
9.000 craftsmen, North German
16.000 craftsmen, North German
10.000 craftsmen, North German
actual output = 0.84 steel per day
calculated
pop1 = 0.253 * (1.0 * 1.0 * 0.5) * {1.204} * 1.0 * 1.0 = 0.1523
pop2 = 0.253 * (1.0 * 1.5 * 0.5) * {1.204} * 1.0 * 1.0 = 0.2284
pop3 = 0.253 * (1.0 * 1.0 * 0.5) * {1.204} * 1.0 * 1.0 = 0.1523
pop4 = 0.253 * (1.0 * 1.0 * 0.5) * {1.204} * 1.0 * 1.0 = 0.1523
pop5 = 0.253 * (1.0 * 1.0 * 0.5) * {1.204} * 1.0 * 1.0 = 0.1523
sum = 0.8376
RGO:
test in Erfurt, iron mine, PE = 26.3%, resource value(RV) = 3.75 iron (75%)
1.000 South German ->0.13-0.15 iron
50.000 South German ->0.21-0.23 iron
70.000 South German ->0.28-0.31 iron
100.000 South German ->0.28-0.31 iron
50.000 North German ->0.42-0.46 iron
50.000 North German, PE = 79.2% ->1.26-1.38 iron
1.000 South German, RV = 25% ->0.05 iron
no precise numbers, because RGOs adjust their output to the world market conditions
RGO output = production efficiency * (culture * size) * {aristocrat} * resource value * resource * building_efficiencies * max. working hours
I have seen it work for:
iron, fruit, grain, cattle, coal, fish, timber, cotton, tabacco, others not testet
resource value:
[10.0] 200% for a "10.0" province
[7.50] 150% for "7.5"
[5.00] 100% for "5.0"
[4.00] 80% for "4.0"
[3.75] 75% for "3.8"
[2.50] 50% for "2.5"
[1.25] 25% for "1.3"
I have seen those levels, but there do exist more
resource:
[1.5] for fruit, grain, iron, coal, cattle, fish, timber, cotton, tobacco
This number is really hard to catch. I try to manipulate the world market level to 0, through buying all resources for some days. When there is over supply, the output drops significantly.
So the formula gives you the maximum RGO output, when the level on the WM is 0 for this resource. When it is higher, the "resource" factor will go down from [1.5] to [0.6] or even [0.4]. North German slaves produce the same output, like North German farmers, so there is no type necessary in the formula.
Aristocrat{}:
Aristocrat = {1 + (0.1 * aristocrat_bonus) * number of aristocrats}. I suppose, that it works like for capitalists. The aristocrat has to be in the same province as the RGO to give a bonus, its culture does not matter.
Aristocrat = {1.0} (no bonus) for:
iron, coal, timber, cotton
applies for:
grain, fruit, cattle, fish
aristocrat_bonus = see save game file, 1.0 for Prussia in 1836
building_efficiencies = see save game file, 1.0 (iron_mine)
Example:
one 50.000 labourers pop, North German, PE = 80%, RV = 2.5
(max.) RGO output = 0.8 * (1.0 * 0.75) * {1.0} * 2.5 * 1.5 * 1.0 * 1.0 = 2.25 iron per day (0 iron available at the world market)
Example 2:
Danzig, 27.000 farmers, North German, PE = 58%, RV = 1.25, 1 aristocrat present
(max.) RGO output = 0.58 * (1.0 * 0.75) * {1.1} * 1.25 * 1.5 * 1.0 * 1.0 = 0.897 fish per day
Summary:
1)A non-main culture pop only gives 50% output of a main culture pop.
2)Religion and ideology do not effect production output.
3)Capitalists present in a state can give a bonus to the output of all factories in that state, while the required inputs remain unchanged. So they raise profitability.
4)Clerks give a bonus, compared to craftsmen. The best ratio in factories is 2 clerks and 3 craftsmen per factory. The biggest pops to work in factories should get clerks.
5)The level of the factory does not effect production output per pop. The level of an RGO does not effect output per pop.
6)Railroads level 6 give +150% output (factor 2.5) to factories and RGOs, compared to level 0.
7)Aristocrats can give a bonus to RGO output for some resources, when the aristocrat(s) is in the same province.
8)An RGO with a "5.0" resource value produces +300% output, compared to a "1.3" province.
9)RGOs only produce at 100% capability, when there are 0 resources of this type available at the world market.
The RGO output formula is making progress. Everything in this post represents my current knowledge. There will be further changes/updates.