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also, free-trade makes "import-process-export" quite favourable, especially you're playing puny country like Greece

Is that just because of tariffs or is there a modifier inside?

Do tariffs actually change the cost of your country importing goods? I thought that was only for your POPs buying them off the world market.
 
Is that just because of tariffs or is there a modifier inside?

Do tariffs actually change the cost of your country importing goods? I thought that was only for your POPs buying them off the world market.

Tariffs don't affect your import prices, it affects the price POPs have to pay. Laissez-faire however halves your import prices and so is a good idea for resource- and POP-poor countries.

And I agree about RGOs, they're often more profitable compared to factories early on, which makes early RR a good idea. The first step of RR increases your efficiency from 40% to 50% meaning an effective 25% increase. Getting high RGO incomes can be a good way to give your cappies money enough to build factories, so railroads and techs improving RGO efficiency should be a good early priority.
 
Tariffs don't affect your import prices, it affects the price POPs have to pay. Laissez-faire however halves your import prices and so is a good idea for resource- and POP-poor countries.

And I agree about RGOs, they're often more profitable compared to factories early on, which makes early RR a good idea. The first step of RR increases your efficiency from 40% to 50% meaning an effective 25% increase. Getting high RGO incomes can be a good way to give your cappies money enough to build factories, so railroads and techs improving RGO efficiency should be a good early priority.

bad thing is that in Lassie faire you cannot build factories...:wacko:

but if you play Japan it should be really decent, build the factories, then switch to lassie faire..
 
Tariffs don't affect your import prices, it affects the price POPs have to pay. Laissez-faire however halves your import prices and so is a good idea for resource- and POP-poor countries.

Agreed.
L/F also means free social reforms which can lessen emigration and boost the growth rate.

Import or not, you're still 'buying' it by not selling it on the world market. Unless you have teh kapitalists, nothing is free.

I also find that for some Unciv's like those in SE Asia, jumping directly to furniture and clothes, then luxury furniture and luxury clothes can make sense - if you can own the inputs, you can own the outputs...


Though sometimes the inputs are more profitable than the outputs. Coal might be cheaper than cement but coal RGOs have much better returns than cement factories.

Which comes to basic laws of macro economics which are present in Victoria. Prussia might have an absolute advantage over Siam in the production of cement, but Siam has the comparative advantage, because Prussia has to trade a LOT of coal (as labourers would have to be turned into craftsmen!) just to make the equivilant.
Siam on the other has no coal production to lose out on.
 
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You always have something to lose out on.

It would have been nice if Vicky allowed you to model the factory before you committed to buying it.

Since Kapitalists behave rather randomly it does make sense to do 'state' development.

Is there any way to get rid of Kapitalists in unwanted places without destroying the ones where you want them? There doesn't seem to be a way to 'attract' them.
 
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The Capitalist pop is 51k, that's like a third of my whole population. He's meeting all the first two need levels, and regularly meeting the third high level. Cycles between 60-80 cash on hand.

I have to build up enough cash to buy the first craftmen and clerks, if and when the capitalist builds anything so I need some reasonable tax.

I could drop crime and mil to zero, but, could be unpleasant.

He just sits there. buying toys.

This is your problem. A 51 K Capitalist pop is huge in it self, and its a third of your population?:eek:

You realy shouldnt try for a bigger pop then 10 K for cappies. A larger cappi pop needs to buy more stuff before saving, and since its so large in comparissson to your working population you are missing out on productive workers that would generate more money for the cappies. Large cappitalist pops are the bane of many a economy.
 
Ok, but if it is small, then they aren't getting a large slice of money to Invest?

Weird, a small pop is actually better.
 
Ok, I tested this.

First, I set income on max. In LF money to pay just materialized out of some supernatural bank.

My Capitalist saved money. at about 1,300$ it disappears but nothing is build. All his needs are being met the whole time he's gaining money.

He just sits there, collecting cash now, that evaporates suddenly with no effect.
 
The reason a small capitalist is better in your case is because I think capitalists have more expensive needs than regular folks. Even if they didn't, you have to provide for ALL of capitalists' needs before any savings takes place, which is something you typically don't do for your labourers and farmers unless you are absurdly rich. When you turn a third of your population into capitalists, you decrease the productivity of your economy by roughly a third, since capitalists don't actually produce anything to sell. You are also now committed with providing a third of your pop with luxuries before ANY savings can take place.

As for capitalist's stash disappearing without anything being built, I've seen that often. First of all, check your country before and after the money disappears to see if any new rail construction started - you don't get a message for it, but this could be what they are spending money on. Second, if you don't have any railroad tech, but your capitalist decides to build the railroad, the money seems to be just lost. The manual said something about the capitalist buying government bonds when he decides not to build the rail or factory, but I haven't actually seen any effect on my treasury when this happens, so I suspect it's just a bug.

Which country are you playing? Keep in mind that industries are not necessarily very profitable early on until you can get some techs and most importantly - rails. So if you are an Unciv without hope of civilizing, but with decent RGOs I'm not sure what value there is in switching to factories. Then again, I don't play uncivs aside from Japan. :)

If you are a small civilized country, but with good RGOs, it often doesn't make sense to industrialize until later either. Rail - yes, factories - no. I found with Brazil that my very early attempts at industrialization brought very limited results. At some point I simply ran out of POPs working in low-price RGOs and my remaining farmers made more money for me growing tobacco and coffee than craftsmen and clerks did at factories. Further industrialization actually LOWERED my income, which had to be weighed against the benefit of more research.

Anyway, if 50K is a third of your population, I'd question whether a capitalist even makes sense for you. The upfront cost is huge - I count on spending roughly 15K to get just the capitalist. For this sort of money you can easily build almost any factory in a state capitalism or planned economy (if you have an option to switch). So maybe a private-sector industrialization is not the best thing for your country.
 
I restored to before build the capitalist and built one at 2400, so he is pretty small.

I hadn't thought about the bond thing but that doesn't seem likely as I had experimental Rail Roads available.

One thing I did notice is that he did begin building RRs after Oman becomes civilized. Maybe that's an undocumented feature.

I don't recall anything that states that capitalists will not build in uncivilized nations.

One thing to note, the display of military score rounds up, so it may look like you have the '1' military strength to civilize but really don't.

This was through luck, the people spontaneously donated a full regular infantry to the force pool instantly (almost) meeting the civ military requirement. And driving up costs by an amazing amount.

At the end of the game, Oman ranked 27.

On the whole, capitalists are good for building railroads and not much else.

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At the point of 'civ'ing, craftsmen began to migrate locally to the factories. My craftsmen in Africa and Antillies would not though.