But it is, in a purely maximum profit sort of way.Well, I think the computer currently looks at where to build based on what seems profitable — but as soon as the building is there, it doesn’t work out, because the game is far too dynamic. Maybe the predictions aren't as firmly and safely based on the full picture as we assume.
I have far too many of these empty industries in my country to believe in some kind of economic black magic the AI might understand.
Also, I want to put this forward — true or not — to push for a more engaging and authentic building system, with more control over industry, regional specialization, and production scaling.
It really pains me to have 10 provinces, and each of them has its own fertilizer plant, wasting the potential of having one level 10 fertilizer plant in a single province.
It’s just not efficient, and the overview of “where are my industries?!” is totally lacking. - No, I don't want to skim my ledger for that! I want to know my big steel mills are in Sachsen and nowhere else — because I said so!
Say you start on traditionalism, and local price is 25% of the state price.
Suddenly, if you have enough local demand (because you need fertilizer for your farm PMs), even with a market good price of +0%, the 25% local demand at +75% means you have a local price almost 20% greater than the market price.
Fertilizer seems the worst offender because there's a demand for it in every state.
You usually have e.g. enough wood to cover heating, and can plop your furniture or tool factories in the places with the greatest supply surplus and specialize more and the AI won't see greater profit anywhere (other than fertilizer) because demand isn't so great or you've reformed laws or gotten more MAPI through other means in the meantime.