since this game start in 1935 we did have a lot of techlogies which realy changed dipostition and allocatment of workforce, but let take from morery by time .
One and very impoortant was mechanization of agriculture in 40s - it freeded up a lot of workforce to fight in WWII. And it increased agriculturar output at same time, and maked food cheaper.
So effect shoudl be 20% output, 10% production cost and say 30% workforce needed (if it is calculated in).
second was revolution is steelmaking industry in 60-70s which increased output while at sime reducing needed warforce by practicaly 50%.
and add yours
workforce affecting techlogies - in game or not ?
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workforce affecting techlogies - in game or not ?
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Re: workforce affecting techlogies - in game or not ?
note : we have only 2 effects
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Re: workforce affecting techlogies - in game or not ?
only 2 effects ?
Can you beat me ?http://czert1938.mybrute.com
Want help to develop/play mod for one of best games ever ? Try this. http://www.ja-galaxy-forum.com/board/ub ... =cfrm&c=11
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Re: workforce affecting techlogies - in game or not ?
http://www.supremewiki.com/node/53czert wrote:only 2 effects ?
this is for "CW", but I think nothing is change for "1936"!
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- Balthagor
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Re: workforce affecting techlogies - in game or not ?
A tech project can have up to 2 "effects". That is correct. A tech can be a prereq to another tech that has two more effects and takes 2 days/ 2M if we wanted, it's all about the design.