• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DrFridolin

Recruit
40 Badges
Dec 13, 2014
3
3
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Common Sense
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Magicka 2
  • Rome Gold
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
It appears that once a colonial administration is set up, there is no way for the overlord to change the production methods on the buildings they inherit - is this true? Are they able to change it themselves, or do they get stuck with whatever production method the building had at the time the colonial administration is set up?

I have also noticed that a new level 1 building in a colonial administration state inherits the production methods of other buildings of the same type in that country. This means that if the colonial admin already has rubber plantations with automated irrigation and rail transportation production methods in some other state, new rubber plantations will come with those production methods when built in states that don't yet have any rubber plants. If the colonial administration does not have that building in any of their states, new rubber plants will come with basic production and road carts.

If my understanding here is correct, a natural question to ask is: What happens when different states have different production methods assigned to rubber plants at the time the colonial administration is set up? Which production methods does the country get stuck with for rubber plantations? (at least until they can change it themselves)

(I am attaching screenshots of rubber plant building windows from two different colonial administrations I hold. Zambia and Katanga are in Congo, which has other rubber plants with the advanced production methods. Zambezi is in South Africa, which has no other rubber plants. You can see that even building a new building from scratch in a state in Congo gives the building the advanced production methods set for rubber plants in other states in Congo)
 

Attachments

  • basic_pm.jpg
    basic_pm.jpg
    166,7 KB · Views: 0
  • advanced_pm.jpg
    advanced_pm.jpg
    198,9 KB · Views: 0
  • advanced_pm_new_bld.jpg
    advanced_pm_new_bld.jpg
    165,8 KB · Views: 0
Last edited:
I think you're overthinking this. They're exactly the same as any other country. All of this stuff works exactly the same as any other AI country. You can't control the production methods of other countries, and buildings in new states use the same production methods that are used elsewhere in the country. That last one is true for your own country, they use the same standard for production methods as the Reset Production Methods action, which I think is just whatever is most commonly used in the rest of the country.

The AI can change production methods on their own. They're probably not very good at it, but they're not forced to use whatever they were using when they were released.
 
Understood, I guess I mainly wanted to know how the Reset Production Methods action target is set. Do we know for sure is it simply the most common existing pm set for that building?

The button tooltip for that action says "most common national standards" but it clearly did not set my rubber plant in Zambezi to my national standard when I built it, which is the irrigation and rail transportation. Does this mean that new buildings use the subject country's standard when setting default production methods, rather than my own standard?
 
Understood, I guess I mainly wanted to know how the Reset Production Methods action target is set. Do we know for sure is it simply the most common existing pm set for that building?

The button tooltip for that action says "most common national standards" but it clearly did not set my rubber plant in Zambezi to my national standard when I built it, which is the irrigation and rail transportation. Does this mean that new buildings use the subject country's standard when setting default production methods, rather than my own standard?
New buildings will always adopt the default PM of the country they are built in, yes. This is kind of necessary, as if it used yours it could result in them using PMs they have yet to unlock. I do kinda wish there was a way to build more advanced industry (mainly extraction) than a foreign country could make themselves, but that would probably require a rework of how PMs work at a pretty fundamental level.