I give you example:
Production >>> Industrial Goods >>> Industry Controls >>> Industry Output:
a) when I set it to 100% (capacity/demand), "production cost" increases to 8,886
b) when I set it to 0% (capacity/demand), "production cost" decreases to 7,228
Another one:
Production >>> Military Goods >>> Industry Controls >>> Industry Output::
a) when I set it to 100% (capacity/demand), "production cost" increases to 18,840
b) when I set it to 0% (capacity/demand), "production cost" decreases to 5,211
That sounds like logic calculation problem for me.Balthagor wrote:3a/3b. We've already indicated elsewhere that when production is absolute zero, the AI cannot properly determine what your cost to produce would be. It needs to make at least 1 unit to determine the true cost..
Why the game is not able to calculate correct price?
I guest that all input prices are known and should be not changing related to industry output:
1) facility maintenance (fixed cost)
2) wages/salaries for employes. Amount of employes is fixed per facility, and not per "industry output". (About unused facilities I have posted this suggestion: http://www.bgforums.com/forums/viewtopi ... 66&t=21185 )
3) price of raw resource unit is also known. The game do not calculate real domestic "raw resource" price, but just simple takes "current world market" price.
4) ammount of raw resources, this is only variable here, in direct correlation with industry output.
So all input production costs are known.
1.,2.,3. are stable, not related to Industry Output level.
4. is variable, when "Industry Output" level is 0%, this part of input costs is 0, but others are not changing.Following this logic, maximum effeciency (lower production cost for unit) should be at 100% industry output.