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unmerged(363)

Corporal
Oct 23, 2000
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Hi,

in my GC Austria game I noticed in 1590 that almost all neighbours have a much higher population than my country (Austria itself around 7300 people, annexed Bohemia 11000 people, Milan 99500 people)... what is the reason for that?

I also have a question regarding the points in my country screen. How many soldiers are needed for a rating better than the puny red dot? I had about 150k people and it still stayed red.

Can you leave the game in another way than capitulating?

The game screens for the manufactures are all garbled in German...hard to figure what a manufacture earns each year. Can you tell me how much?

Revolts seem to occur rather often at stability +-0...too much in patch 1.02?

Manstein


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Krieg ist aller Dinge Vater, aller Dinge König. Die einen erweist er als Götter, die anderen als Menschen, die einen macht er zu Sklaven, die anderen zu Freien. Heraklit.
 
Hi Manstein I'll try to answer some of them.

Originally posted by Manstein:

in my GC Austria game I noticed in 1590 that almost all neighbours have a much higher population than my country (Austria itself around 7300 people, annexed Bohemia 11000 people, Milan 99500 people)... what is the reason for that?

The population doesn't refer to the province but its capital city. So in 1492 Milano was larger than Praha, which in its turn was larger than Wien.

I also have a question regarding the points in my country screen. How many soldiers are needed for a rating better than the puny red dot? I had about 150k people and it still stayed red.

I'm not fully clear on what you are refering to, but I think that it is the improved fire/shock/morale values tha increases with increased land tech. If that is what you are refering to then your number has noting to do with it, only your land tech level.

Can you leave the game in another way than capitulating?

I'm not sure here either. Perhaps you are refering to the textbox that appears when you end a game 'prematuraly'. Well in such case it always comes up that way. it is just how things are I suppose.

I'll check the manufactories up tomorrow.

/Greven
 
So the starting stats for cities are correct. But will they change by a fixed growth-rate or weighed according to historical population growth? In the first case that would mean, that Austria will lag behind even much later, right?

Hartmann
 
You may build manufactories which of themselves affect a lot of other factors (see Investing in Manufactories). Manufactories raise the production value and tax value of the province in which they are built, since their relatively advanced work methods had “spin-off” effects. Note also that manufactories increase the size of the population in the province and increase global demand for certain products.
Thirdly, you may build and upgrade fortresses. These do not affect the economy significantly, but protect the province from enemy control that in turn would lead to a loss of income.


Investing in Manufactories

Your nation may invest in manufactories, which are specialized buildings of great importance to your nation. Historically we may show that the number of proto-companies and proto-industries determined the relative importance of the various regions of Europe, in economic, political and social status. A manufactory turns your province into one of the important regions. You may only build one manufactory in each province.
Manufactories provide a monthly income, as has been discussed above. Additionally they affect research in their respective fields of technology, lessen the risk of rebellion, increase the demand for certain goods and increase the rate of population growth in the province where the manufactory is located. There are five buildings that are called manufactories; refineries, naval equipment manufactories, fine arts academies, weapons manufactories and goods manufactories.
The refinery was usually a semi governmental distillery, which could produce alcoholic beverages at a reasonable price and in much higher quantities then at home. Lots of liquor became important export goods to foreign countries and colonies. Liquor also became a part of the social intercourse among both high and low. The calming effects of the intoxicating beverages lessened social anxiety and increased the fighting ability of soldiers and sailors during harsh conditions. You may build refineries when you have reached technology level 2, providing an extra monthly income if the refinery is placed in a province producing sugar or wine. Every refinery provides a research bonus in Trade.
Naval equipment manufactories were a number of smaller manufactories producing rope, rigging, treated hemp and flax and sails. Naval equipment manufactories are necessary if you want to achieve the status of naval nation, because all of these goods are in demand if you are going to build ships. The naval equipment manufactory may only be built when you have reached naval technology level 5, providing an extra monthly income if it is built in a province producing naval necessities or fish. Each manufactory you build provides a research bonus in naval military technology.
The fine arts academies were not actually places of manufacture, but places where the atmosphere and environment was designed to attract artists such as singers, philosophers, historians, academics and learned men. The fine arts academy also contains a number of things, which attract these people, such as universities, theaters, opera houses, churches, and magnificent castles and palaces. They had well-groomed botanical gardens and you could also find the occasional triumphal arches.
Fine arts academies may be built when you have reached infrastructure level 4, and it provides an extra monthly income if you build it in your capital province. Each academy provides a research bonus for stability.
The weapons manufactories consisted of a number of different production facilities. These were advanced furnaces, smithies and foundries, and could also contain mines and facilities for ore processing. To have a weapons manufactory is a definite plus in the technological struggle for advantages on the battlefield. Weapons manufactories may be built when you reach land military technology level 17 and they provide an extra monthly income when building in provinces producing iron or copper. Each manufactory provides a research bonus in land military technology.
Goods manufactories are a generic term for all the specialized smaller workshops producing goods for export. Mostly this is refined cloth, cotton and tobacco, but may also include luxuries such as ivory, furs, spices and oriental goods, or even the packaging and handling of fish, sugar and salt. The spread of the goods manufactories was the origins of industrialization, a catalyst for huge trade volumes and capitalism in general. Goods manufactories may be built when you reach infrastructure level 6 and each provides a monthly income if built in provinces producing cloth, cotton or tobacco.
Each manufactory also provides a bonus in research in the area of infrastructure.

/Greven


[This message has been edited by Greven (edited 09-11-2000).]
 
Originally posted by Cyclonic:
'The calming effects of the intoxicating beverages lessened social anxiety and increased the fighting ability of soldiers and sailors...'
You sure about this...? :)

Yes.... :)

Why do you think the english navy paid their sailors saleries partly in rum???? ;)
-Control

Why was hard liqour very usual to give the men before an assault of a fortification?
-Foolhard Bravery

Who is the best revolutionary, a absolutionist or a drunkard?
- Social peace

/Greven



[This message has been edited by Greven (edited 10-11-2000).]