Polycrates
Emperor
- Joined
- Dec 15, 2006
- Messages
- 1,288
I'll take anything positive.
It tends to vary, though. I'll see something like fertilizer making decent enough money nowadays (around 2k profit with a level 1 factory) for months, then it plummets into negative world. I'm not watching closely enough to see if other nations are bringing factories online, etc. Fabric seems to be a great basic factory type, it's been profitable the whole game, but my dummy capitalists seem to like losing all their money on artillery and canned food instead.
I'm trying to go communist or fascist to get control over the political realm as well as the economics. Eff this freedom stuff.
I've been getting a handle on the factory stuff, so here's a few things I've noted (I'm certainly not an expert, you might have done all this already, and YMMV of course):
1) If you hover over the factory in the production tab, on the tooltip you can usually see why it's losing money - eg because imports are too expensive or they can't sell enough outputs or they can't buy enough inputs.
2) Have you got high tariffs? They can make the imported inputs too expensive for the outputs if they're too high.
3) Have you tried using a national focus to promote your favoured factory type in the relevant area? Seems to work reasonably well for me, and if you're interventionist you can then invest in it straight away to get it going quicker.
4) Factories are much better earners once you've got some efficiency techs - NOT the throughput techs, but the input/output techs in the commerce tab. The right-hand side of the commerce tech page has a whole bunch of really amazing techs, and the middle tree (I think) has good ones too. Small differences here seem to make a big difference to profitability and stability of profits.
Railroad I'm pretty sure is just about throughput, so won't help you so much if there's a glut.
5) Lumber mills are cheap and always seem to do well (perhaps because you can only build them in a region with timber rgo?), and I've had huge profits from then piggybacking furniture factories on top of that. If you've got iron, it's pretty hard to go wrong with a steel factory as well, it seems (plus it's damn useful).
6) If you've got multiple factories in a province, setting a high hiring priority on a more profitable one during a downturn will send a lot of your workers over there and reduce the losses you take from the bad earner. If you've got low tariffs and low taxes on your rich pops, the capitalists seem to build factories like wildfire, so you can easily pick and choose. And with interventionism, you can still expand your better earner.
7) The military goods are pretty variable just because it relies on army buildup and stockpiling for demand, whereas the consumer goods are always going to stay more constantly in demand because they're just bought by the population. I think they're more a better bet if you use them for your own military ends rather than just profit. On the other hand, steamer convoys have been ludicrously profitable for me.
8) If you're a great power, having countries in your sphere will make them buy from you first, so you've got a better market for your goods.
9) EDIT: if you're having trouble reliably getting a needed input, you can set your country to manually buy the good up to a huge stockpile amount, and then check the box for allowing pops/factories to buy from stockpile (might need your national stockpile slider set to a decent percentage first). Helps keep a bit of a buffer for when supply is unreliable, but it can make your balance sheet shoot sharply into the negative all of a sudden if you're not careful.