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2020年10月9日 (五) 13:37的版本
Production of goods is at the base of Victoria II's economical model. All produced goods enter the world market and they become available for direct POPs' consumption or as factories' input.
Resource Gathering Organizations (RGOs)
Resource Gathering Organizations (RGOs) represent primary sources of raw materials, like farms and mines. RGOs are administered by aristocrats and employ either
farmers or
laborers.
- Full article here: RGO
Output
Production = Base Production * Throughput * Output Efficiency
- Base Production = Province Size * ( 1 + Terrain + RGO Size Modifiers ) * Output Amount (in table below)
- Throughput = (Number of workers / Max Workers) * ( 1 + RGO Throughput Efficiency Modifiers - War Exhaustion ) * oversea penalty
- Output Efficiency = 1 + Aristocrat % in State + RGO Output Efficiency Modifiers + Terrain + Province Infrastructure * ( 1 + Mobilized Penalty)
The number of workers is limited by the maximum number of workers employable by the RGO, calculated using this formula:
Max Workers = base (40000) * Province Size * ( 1 + Terrain + RGO Size Modifiers )
Factories
Factories are the major engine of industrialization in the game. With higher levels of technology research and large POPs of craftsmen,
clerks, and
capitalists factories produce goods more efficiently and profitably than any other form of production.
A factory employs up to 10,000 clerks and craftsmen per level. Adding clerks to the factory's workforce, up to 20% of the workforce, will increase factory output by a maximum of 30%.
Factories use a small amount of cement and
machine parts daily for maintenance. If they are unable to buy these goods for maintenance, they will work at reduced efficiency.
Building and Upgrading Factories
Under State Capitalism and a Planned Economy, the national government may build factories. The national government must buy 200% of the factory's base resource cost to build it, but administrative efficiency reduces the penalty on a 1-for-1 basis; a nation with 100% administrative efficiency will therefore pay the base factory cost to build a factory.
Under all economic policies but a Planned Economy, a nation'scapitalists will build factories. The nation's economic policy will alter the resource cost the capitalists must pay, but they will always pay less to put a factory up than the national government would pay.
Regardless of who built the factory, it will open as a level one factory after its build time is completed.
Under all economic policies but Laissez Faire, the national government may upgrade factories. Each upgrade takes as long to complete and cost as much as the factory took to build. When the upgrade completes, the factory level is increased by one.
Under Laissez Faire and Interventionism, a nation's capitalists will upgrade factories. As with building factories, capitalists can always upgrade factories more cheaply than the government can.
Foreign Governments can build and upgrade factories in a country with Foreign Investments.
Production
Input
Input is the amount of raw materials for the factory to operate.
Needed input is calculated using the following formula[1]
[math]\displaystyle{ \text{Input} = \text{Factory Size Base} \times \text{Base Input} \times \text{Throughput} \times \text{Input Efficiency} }[/math]
where:
- [math]\displaystyle{ \text{Base Production} = \text{ Output Amount in Table Below (production} \_ \text{types.txt) } }[/math]
- [math]\displaystyle{ \text{Throughput} = \left( \frac{ \text{Number of Craftsmen} }{\text{Factory Size} \times 10,000} \right) \times \left( 1 + \text{Factory Throughput Techs} + \left( \text{Infrastructure Level (State Average)} \times 0.16 \right) \right) \times \left( 1 + \text{local} \_ \text{factory} \_ \text{throughput (State Average)} \right) }[/math]
- [math]\displaystyle{ \text{Input Efficiency} = 1.0 - \left( \left( 2.5 \times \frac{ \text{Number of Capitalists in State} }{ \text{Total Population of State} } \right) - \text{Factory Efficiency Techs} - \text{Economic Policy Modifier} \right) }[/math]
Output
Output is the amount of final products produced in the factory.
[math]\displaystyle{ \text{Output} = \text{Factory Size} \times \text{Base Production} \times \text{Throughput} \times \text{Output Efficiency} }[/math]
where:
- [math]\displaystyle{ \text{Base Production} = \text{ Output Amount in Table Below (production} \_ \text{types.txt) } }[/math]
- [math]\displaystyle{ \text{Throughput} = \left( \frac{ \text{Number of Craftsmen} }{\text{Factory Size} \times 10,000} \right) \times \left( 1 + \text{Factory Throughput Techs} + \left( \text{Infrastructure Level (State Average)} \times 0.16 \right) \right) \times \left( 1 + \text{local} \_ \text{factory} \_ \text{throughput (State Average)} \right) }[/math]
- [math]\displaystyle{ \text{Output Efficiency} = 1.0 - \left( \left( 1.5 \times \frac{ \text{Number of Clerks} }{ \text{Factory Size} \times 10,000 } \right) + \text{Factory Efficiency Techs} + \text{Economic Policy Modifier} \right) }[/math]
Bonuses
Through various means, a factory can get input and output efficiency bonuses, and throughput bonuses.
- Input and output efficiency are similar concepts: input efficiency reduces the required goods for full output, and output efficiency allows the factory to make more with the same amount of inputs.
- Throughput bonuses allow the factory to take in more inputs and give out outputs at the same efficiency rate. Throughput bonuses tend to be larger than the other two, as the factory has to pay for the additional inputs.
Note that since Clerks increase a factory's output and not its throughput, they are very valuable for factory profitability because they increase the overall produced goods without increasing the input requirements.
Example
There is a state where all provinces have level 3 infrastructure and mechanized mining (province modifier).
In this state there are 217 capitalists and a total population of 239,418.
We have a level 1 small arms factory (see table below), for small arms factories we get a 21% output bonus from tech, 6% input bonus and 30% throughput bonus.
Mechanized mining gives us 5% throughput bonus (since all states have it, the average is 5%).
We are having state capitalism as economic policy, which has no effect on production.
In this state there are no factories that give this factory any sort of bonus.
In this factory 7000 craftsmen
work and 500 clerks
, so it's not running at full capacity.
Example Input Efficiency
[math]\displaystyle{ \text{Input Efficiency} = 1.0 - \left( \left( 2.5 \times \frac{ \text{Number of Capitalists in State} }{ \text{Total Population of State} } \right) - \text{Factory Efficiency Techs} - \text{Economic Policy Modifier} \right) }[/math]
[math]\displaystyle{ \text{Input Efficiency} = 1.0 - \left( \left( 2.5 \times \frac{ 217 }{ 239,418 } \right) - 0.06 - 0 \right) = 0.9377 \text{ or } 93.77% }[/math]
Example Output Efficiency
[math]\displaystyle{ \text{Output Efficiency} = 1.0 - \left( \left( 1.5 \times \frac{ \text{Number of Clerks} }{ \text{Factory Size} \times 10,000 } \right) + \text{Factory Efficiency Techs} + \text{Economic Policy Modifier} \right) }[/math]
[math]\displaystyle{ \text{Output Efficiency} = 1.0 - \left( \left( 1.5 \times \frac{ 500 }{ 1 \times 10,000 } \right) + 0.21 + 0 \right) = 1.285 \text{ or } 128.5% }[/math]
Example Throughput
[math]\displaystyle{ \text{Throughput} = \left( \frac{ \text{Number of Craftsmen} }{\text{Factory Size} \times 10,000} \right) \times \left( 1 + \text{Factory Throughput Techs} + \text{Infrastructure (state average)} \right) }[/math]
[math]\displaystyle{ \text{Throughput} = \left( \frac{ 7,000 }{ 1 \times 10,000} \right) \times \left( 1 + 0.30 + \left( 3 \times 0.16 \right) \left( 1 + 0.05 \right) \right) = 1.3083 \text{ or } 130.83% }[/math]
Example Total Input
[math]\displaystyle{ \text{Input} = \text{Factory Size Base} \times \text{Base Input} \times \text{Throughput} \times \text{Input Efficiency} }[/math]
[math]\displaystyle{ \text{Input} = 1 \times \text{Base Input} \times 1.3083 \times 0.9377 = \text{Base Input} \times 1.227 }[/math]
Ammunition [math]\displaystyle{ \text{Input} = 2.0 \times 1.227 = 2.45 }[/math]
Steel [math]\displaystyle{ \text{Input} = 3.0 \times 1.227 = 3.68 }[/math]
The small arms factory requires a total of 2.45 ammunition and 3.68 steel
.
Example Total Output
[math]\displaystyle{ \text{Output} = \text{Factory Size} \times \text{Base Production} \times \text{Throughput} \times \text{Output Efficiency} }[/math]
[math]\displaystyle{ \text{Output} = 1 \times \text{Base Production} \times 1.3083 \times 1.285 = \text{Base Production} \times 1.681 }[/math]
Small Arms [math]\displaystyle{ \text{Output} = 2.0 \times 1.681 = 3.36 }[/math]
The small arms factory produces a total of 3.36 small arms .
Production Data
RGOs
Artisans
Factories
Building Costs and Requirements
Goods Data
- Base Cost: Cost listed in common/goods.txt.
- Base Population: Number of people needed to produce one unit of the good at base production values.
- Production: Goods whose production requires this good as input.
- Build: Units/buildings whose recruitment/construction requires this good.
- Supply: Units/buildings that need this good for upkeep.
- Life: POPs who consume this good as life needs.
- Everyday: POPs who consume this good as everyday needs.
- Luxury: POPs who consume this good as luxury needs.
Where a needs column says "All" or "Poor", this excludes slaves. Slaves have no life needs and no money to buy their everyday and luxury needs.
NB:
- "Tanks" is a good (they are no longer called "barrels"), "Armor" is the unit.
- "Aeroplanes" is a good, "Airplane" is the unit.