Production Output

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Mechanisation.jpg

Based on Panther G's Production Output Thread at Paradox Forums, originally located at http://victoria.nsen.ch.
Calculations done for v1.02 (?)


Factory Production

Production Formula

  • Factory production output = Σ (POP production output)


  • POP production output = production_efficiency * (culture * type * size) * {capitalists} * building_efficiencies * max. working hours * work_hour_eff/ 5


The result is the production output for one POP in a given factory. The complete factory production output is the sum of all POP production outputs.

Tested by 'Panther G' for steel, winery and lumber, but it should hold true for other factory types as well.

Provincial Infrastructure

production_efficiency (PE) => see province infrastructure, ranging from 40-100% [0.40 - 1.0]

  • Province Infrastructure depends on the railroad levels:
    level 0 -> 40% provincial infrastructure
    level 1 -> 50% provincial infrastructure
    level 2 -> 60% provincial infrastructure
    level 3 -> 70% provincial infrastructure
    level 4 -> 80% provincial infrastructure
    level 5 -> 90% provincial infrastructure
    level 6 -> 100% provincial infrastructure
  • Testing:
    PE = 86% -> 1.61 steel
    PE = 40.2% -> 0.75 steel


POPs

  • culture = 1.0 for main culture; 0.5 for others [0.5 or 1.0]
  • type = craftsmen [1.0] or clerks [1.0 + literacy/2]
  • size = POP size group [0.33; 0.5; 0.75; 1.0]
    POP size 1 - 499 -> 33% efficiency [0.33]
    POP size 500 - 19,999 -> 50% efficiency [0.50]
    POP size 20,000 - 49,999 -> 75% efficiency [0.75]
    POP size 50,000 - 100,000 -> 100% efficiency [1.0]


Capitalists

Capitalists = {1 + (0.1 * capitalist_bonus) * eff capitalists}. Value range: [>=1.0].
For capitalist_bonus check the save game file (e.g. 1.02 for Prussia in 1836). The culture of the capitalist pop does not effect the bonus.
eff_capitalists = (all capitalist pops added up)/ 100.000

  • Test with 1 capitalist pop size:
    no capitalist -> 1.61 steel
    1.000 -> 1.61 steel
    25.000 -> 1.65 steel
    50.000 -> 1.70 steel
    75.000 -> 1.74 steel
    82.000 -> 1.75 steel
    100.000 -> 1.78 steel
  • Test with 2 capitalist pop size:
    100.000, 50.000 -> 1.86 steel
  • Test with 3 capitalist pop size:
    100.000, 100.000, 50.000 -> 2.02 steel
  • Example:
    Capitalist_bonus = 1.02
    4 Capitalists POPs: 1,000 + 50,000 + 100,000 + 20,000
    eff_capitalists = (1.000 + 50.000 + 100.000 + 20.000)/ 100.000 = 1.71
    Capitalists = {1 + (0.1 * 1.02) * 1.71} = 1.17442


Tested for up to 13 Capitalist POPs in both Prussia and China. There seems not to be a limit to the number of POPs. When you convert a pop to a capitalist, the effect on the bonus starts at the first day of the next month.

Building Efficiency

building_efficiencies => see save game file, 2.5 (steel_factory)
The building efficiencies are mainly modified by industrial invention events.

  • For the above examples: 2.5 for steel factories.


Working Hours

  • Values for Max. Working Hours, as defined by social reform levels
    [1.00] - no limit
    [0.90] - 14 working hours
    [0.85] - 12 working hours
    [0.80] - 10 working hours
    [0.75] - 8 working hours


Example

  • Example 1: One POP working
    one 100.000 craftsmen pop, North German, PE = 40.2%, no capitalist in state<
    factory production output = POP production output = 0.402 * (1.0 * 1.0 * 1.0) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.201 steel per day
  • Example 2: Several POPs working
    Prussia 1836: Schlesien, steel factory, PE = 40.2%, no capitalists in state, literacy 80%
    10.000 craftsmen, North German
    1.000 clerks, North German
    9.000 craftsmen, North German
    1.000 clerks, South German
    14.000 craftsmen, North German
    Calculation of POP production output:
    pop1 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
    pop2 = 0.402 * (1.0 * 1.4 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1407
    pop3 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
    pop4 = 0.402 * (0.5 * 1.4 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.07035
    pop5 = 0.402 * (1.0 * 1.0 * 0.5) * {1.0} * 2.5 * 1.0 * 1.0 / 5 = 0.1005
    Calculated Factory production output = Sum (POP production output) = 0.51255 steel/day
    in-game Factory production output : 0.51 steel/day




Resource Gathering Operation (RGO) Production

Production Formula

  • RGO production output = Σ (POP RGO output)


  • POP RGO output = production_efficiency * (culture * size) * {aristocrat} * province_value * resource * building_efficiencies * max_working_hours * work_hour_eff/ 5



The result is the production output for one POP in a given RGO. The complete RGO production output is the sum of all POP RGO outputs.

Tested by 'Panther G' for iron, fruit, grain, cattle, fish, coal and timber, but it should hold true for others as well.

Provincial Infrastructure

production_efficiency (PE) => see province infrastructure, ranging from 40-100% [0.40 - 1.0]

  • Province Infrastructure depends on the railroad levels:
    level 0 -> 40% provincial infrastructure
    level 1 -> 50% provincial infrastructure
    level 2 -> 60% provincial infrastructure
    level 3 -> 70% provincial infrastructure
    level 4 -> 80% provincial infrastructure
    level 5 -> 90% provincial infrastructure
    level 6 -> 100% provincial infrastructure


POPs

  • culture = 1.0 for main culture; 0.5 for others [0.5 or 1.0]
  • type = irrelevant (other than for factory calculations)
  • size = POP size group [0.33; 0.5; 0.75; 1.0]
    POP size 1 - 499 -> 33% efficiency [0.33]
    POP size 500 - 19,999 -> 50% efficiency [0.50]
    POP size 20,000 - 49,999 -> 75% efficiency [0.75]
    POP size 50,000 - 100,000 -> 100% efficiency [1.0]


Aristocrats

Aristocrat = {1 + (0.1 * aristocrat_bonus) * eff aristocrats}.

aristocrat_bonus => see save game file ([1.0] for Prussia in 1836)

This most likely works like for capitalists. The aristocrats have to be in the same province as the RGO to give a bonus, it's culture doesn't matter.

eff_aristocrats = (all aristocrat pops added up)/ 100.000

The above calculation applies for:
Grain, fruit, cattle and fish

No influence of aristocrats (aristocrat = 1.0) for:
Iron, coal, timber and cotton

Province Value

  • Province Values
    [10.0] 200% for a "10.0" province
    [7.50] 150% for "7.5"
    [5.00] 100% for "5.0"
    [4.00] 80% for "4.0"
    [3.75] 75% for "3.8"
    [2.50] 50% for "2.5"
    [1.25] 25% for "1.3"


Other province values also exist, which are not listed above, but you should get the idea how it works.
The province value is fixed for each province and can only be changed by events (like e.g. "New gold vine discovered").

Resource

[1.5] for iron, coal, fruit, grain, fish, cattle and timber

World market level manipulated down to 0 by buying all resources for some days. When there is over supply, the output drops significantly.

The formula gives you the maximum RGO output for a world market being low for that resource. When world market stock is higher, the "resource" factor will go down from [1.5] to [0.6] or even [0.4].

Building Efficiency

building_efficiencies => see save game file (e.g. 1.0 for iron mine)

Working Hours

  • Values for Max. Working Hours, as defined by social reform levels
    [1.00] - no limit
    [0.90] - 14 working hours
    [0.85] - 12 working hours
    [0.80] - 10 working hours
    [0.75] - 8 working hours


Example

  • Example 1: One POP working, no aristocrats
    one 50.000 labourer POP, North German, PE = 80%, province value = 2.5
    RGP productin output = POP RGO output = 0.8 * (1.0 * 1.0) * {1.0} * 2.5 * 1.5 * 1.0 * 1.0 * 1.0 / 5 = 0.6 iron per day (0 iron available at the world market)
  • Example 2: One POP working, one aristocrat POP
    Danzig, 27.000 farmers, North German, PE = 58%, RV = 1.25
    one 100.000 aristocrat POP present
    RGO output = 0.58 * (1.0 * 0.75) * {1.1} * 1.25 * 1.5 * 1.0 * 1.0 * 1.0 / 5 = 0.1794 fish/day



Summary

  • A non-main culture pop only gives 50% output of a main culture pop.
  • Religion and ideology do not effect production output.
  • Capitalists present in a state can give a bonus to the output of all factories in that state.
  • Clerks give a bonus, craftsmen don't. The best ratio in factories is 2 clerks and 3 craftsmen per factory. The biggest POPs to work in factories should become clerks.
  • The level of a factory does not effect production output per POP. The level of an RGO does not effect output per POP.
  • Railroads level 6 give +150% output (factor 2.5) to factories and RGOs, compared to level 0.
  • Aristocrats give a bonus to RGO output for some resources, when located in the same province.
  • An RGO with a "5.0" province value produces +300% output, compared to a "1.3" province.