workforce affecting techlogies - in game or not ?

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czert
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workforce affecting techlogies - in game or not ?

Post by czert »

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 :)
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dax1
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Re: workforce affecting techlogies - in game or not ?

Post by dax1 »

note : we have only 2 effects
Con forza ed ardimento
czert
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Re: workforce affecting techlogies - in game or not ?

Post by czert »

only 2 effects ?
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dax1
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Re: workforce affecting techlogies - in game or not ?

Post by dax1 »

czert wrote:only 2 effects ?
http://www.supremewiki.com/node/53
this is for "CW", but I think nothing is change for "1936"!
Con forza ed ardimento
PyongYang
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Re: workforce affecting techlogies - in game or not ?

Post by PyongYang »

What?
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Balthagor
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Re: workforce affecting techlogies - in game or not ?

Post by Balthagor »

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.
Chris Latour
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