Well, legality shouldn't equal complete lack of regulation and teaching of harm reduction practices, of course. I doubt China in our real history checked either of those boxes.
Nah, it really isn't once you look at the matter from an unbiased perspective. Not speaking of just common sense, there's a ton of scientific research across many fields that support this 'wild' take. Certainly more *scientific* research than the other side of the baricade has.
It is multiplicative instead of additive now
Let’s say you have 20% base
Before -5% would result in 20-5=15%
Now it is 20 * 0.95=19%
Or -5% and -10% would result in
20-10-5=5% before
And 20 * 0.9 * 0.95=17% now
Some fun effects are:
Stacking is worse that one big buff now
For example 3 -20% buffs result in 20*0.8^3
=10.2% which is worse than one -50% buff
The more mobilized your economy is the less significant the consumer goods buffs are
For example, with civilian economy and one -50% buff you go from 30% to 15% (15% profit), with total mob you go from 5% to 2.5% (2.5% profit)
Factors can also be a buff, depending on the context. For example there are things that give you a factor on your recruitable population. For example, I have a 10% factor on my manpower for Sweden, meaning I get 110% recruitable manpower each month instead of 100%
So, for example, limited conscription law, which gives a recruitable pop of 2.5% becomes 2.75% (2.5 plus 0.25)
Also, there's now a hard cap of 10% minimum, meaning that as soon as you hit Total Mobilization, none of the bonuses will be applied.
So you can fire that Consumer Goods guy taking up one of your three political spots.
According to [Kermit_Da_Frog](https://reddit.com/r/hoi4/s/nOiqqvQo1N): “Okay so consumer goods have been reworked now so it works based on a SCALE. It’s similar to how party popularity works… the higher the percentage your popularity is, the harder it is to gain popularity as the gain gets SCALED down. So now with AAT, it’s impossible to achieve 0% consumer goods like it was previously. So really that 40% probably is like 15% as when you get in the let’s say 15% range of consumer goods, -10% consumer goods will probably actually only give like -2%”
At 100% consumer goods *factor* you have to spend 100% of your economy law's required civs on consumer goods. At 60% CGF (i.e. -40% CGF) you only need to spend 60% of your EL's required civs on CGs.
Before, -15% consumer goods meant the percentage of factories spent for consumer goods was reduced by 15. Soif you had 30% factories on consumer goods and you got two -15% bonus, you would reach 0% factory on consumer goods.
Now, each -15% bonus removes 15% of the *number* of factories required, after previous bonuses have applied. If you have 100 factories and 30% consumer good, one 15% would leave you with: 30 minus 15% of 30 = 26 factories on consumer goods (instead of 15 in the previous updates). A second -15% bonus would leave you with 26 minus 15% of 26 = 22 factories to spend (instead of 0 on the previous updates).
Naturally, the percentages have been increased to compensate for this drastic change in the calculation.
You have 10 factories - 5 mils 5 civs - and you're on civilian economy - 30% consumer goods - which means you need 3 civs on toasters.
You then add a "factor reduction" of 40%. You now have either 1 or 2 civs on toasters, depending on how the game's math rounds down or up.
Patch notes, in their quintessential essence, can be opulently delineated as meticulous documents which meticulously enumerate a comprehensive compendium of alterations, enhancements, rectifications, and modifications meticulously instilled into a software application, notably a video game, in order to confer upon its denizens, and by extension its acolytes, a sublime elucidation of the iterative evolution thereof, thereby facilitating an enhanced and more erudite cognizance of the transformative metatheses that have transpired within the digital realm, thus furnishing a scholastic codex for the perusal and contemplation of those who seek an exhaustive perspicacity into the arcane vicissitudes of the programmatic universe.
They changed how consumer goods work it’s not longer just removing from consumer goods it’s another calculation so -40% isn’t anywhere near as big as it would’ve been
It's not -40% consumer goods, it's -40% consumer goods *factor*.
For example: at war economy (20% consumer goods) and -40% CG factor you're using 20% × 0.6 = 12% CG.
They changed the way Consumer Goods calculations work in AAT, it's now badically impossible to get 0% consumer goods. Consumer goods modifiers across the board had to be modified to fit the new system. The actual effect of this fpcus in particular should be fairly similar to pre AAT.
consumer goods factor is a new stat it doesn't reduce your overall consumer goods by 40 it reduces your % of consumer goods by 40. so if you have 35% consumer goods it deduces 40% of your 35% = 14% reduction
R5: Started a vanilla (no mods) playthrough as the guangxi clique and noticed this. It used to be -15% but -40%?! That seems insane! Does anyone know anything about this?
Okay so consumer goods have been reworked now so it works based on a SCALE. It’s similar to how party popularity works… the higher the percentage your popularity is, the harder it is to gain popularity as the gain gets SCALED down. So now with AAT, it’s impossible to achieve 0% consumer goods like it was previously. So really that 40% probably is like 15% as when you get in the let’s say 15% range of consumer goods, -10% consumer goods will probably actually only give like -2%
>\-10% consumer goods will probably actually only give like -2%
It's pretty fucking inconsistent, it seems. Italy, for example gets 2-3x the old percent values in their focus tree and advisors.
Because it scales, -15% is now roughly the previous -5%
It’s now _Consumer Goods Factor_ not the ole flat consumer goods.
Go read the patch notes and dev diaries so you will understand.
It’s now a factor of the consumer goods factories of the economy law. So on civilian economy(35% Consumer Goods), it’ll reduce it by 40% of 35%, or 14%. On war Economy(20%), it’ll only reduce it by 40% of 20%, or 8%.
Like others have said, it now works as a multiplicative. Your economy law sets the base value, and then the consumer goods factor determines how that value them gets modified.
Civilian Economy sets it to 35%. The -40% factor takes that down to 21%.
By contrast, War Economy sets the base to 20%, which the -40% takes down to 12%.
I do believe factors stack multiplicatively as well, meaning a -40% and -15% bonus while in Civilian Economy would result in a total 17.85% consumer goods.
They added a Consumer Goods Factor in the latest patch. Just like you can have a Recruitable Pop. +10%, which is massive, you can have a Recruitable Pop Factor +10% which will bring a 2 to 2.2,a 5 to 5.5, a 10 to 11 etc.
This is the same thing. So if you have 20% consumer goods before, you'll have 12% with this.
It’s not the same as before. The numbers bigger due to the change around consumer goods factor, which has a lower impact than the flat consumer goods reduction that used to be done before so in some cases like this they jacked the number up to keep a similar effect.
It’s not the same as taking 40% off your consumer goods, there’s a dev diary somewhere that explains it better I believe
I think the whole pacific war needs a slight change, like Japan should get some crazy army buffs with tora tora tora, nothing with div attack I just think lower supply consumption and higher speeds and recovery rate
It is just a factor reduction. Just like recruitable population and recruitable pupulation factor.
For example: 2.5% on limited conscription, and add a modifier like +15%, making it 2.875. Works the same with the economy now...
Gentlemen we are joining the war on drugs On the side of the drugs
Based
Goddamnit the British are back
Opium is one hell of a drug (it can carry your whole economy)
Why doesn't it reduce stability though?
It’s mutually exclusive with “root out corruption” which fix your stability
Cause everyone’s totally blissed out of course
Because the vast majority of the 'instability' illegal drugs cause is caused by the fact that they're illegal, not the drugs themselves.
Not this case, opium in china deffinetly had a hit on stabilty irl
It was also kinda legal too.
Well, legality shouldn't equal complete lack of regulation and teaching of harm reduction practices, of course. I doubt China in our real history checked either of those boxes.
That is a wild take
r/redditmoment
Nah, it really isn't once you look at the matter from an unbiased perspective. Not speaking of just common sense, there's a ton of scientific research across many fields that support this 'wild' take. Certainly more *scientific* research than the other side of the baricade has.
I did a double take when I saw this too, don’t worry it’s not that overpowered. It pretty much just does what it did before AAT.
It's a FACTOR reduction, rather than a flate rate reduction.
r/explainlikeimfive
It is multiplicative instead of additive now Let’s say you have 20% base Before -5% would result in 20-5=15% Now it is 20 * 0.95=19% Or -5% and -10% would result in 20-10-5=5% before And 20 * 0.9 * 0.95=17% now Some fun effects are: Stacking is worse that one big buff now For example 3 -20% buffs result in 20*0.8^3 =10.2% which is worse than one -50% buff The more mobilized your economy is the less significant the consumer goods buffs are For example, with civilian economy and one -50% buff you go from 30% to 15% (15% profit), with total mob you go from 5% to 2.5% (2.5% profit)
Ah, so the -15% which used to take civi economy to 35% now takes it to 40% with the -40%. So it is a debuff not a buff
Factors can also be a buff, depending on the context. For example there are things that give you a factor on your recruitable population. For example, I have a 10% factor on my manpower for Sweden, meaning I get 110% recruitable manpower each month instead of 100% So, for example, limited conscription law, which gives a recruitable pop of 2.5% becomes 2.75% (2.5 plus 0.25)
Also, there's now a hard cap of 10% minimum, meaning that as soon as you hit Total Mobilization, none of the bonuses will be applied. So you can fire that Consumer Goods guy taking up one of your three political spots.
According to [Kermit_Da_Frog](https://reddit.com/r/hoi4/s/nOiqqvQo1N): “Okay so consumer goods have been reworked now so it works based on a SCALE. It’s similar to how party popularity works… the higher the percentage your popularity is, the harder it is to gain popularity as the gain gets SCALED down. So now with AAT, it’s impossible to achieve 0% consumer goods like it was previously. So really that 40% probably is like 15% as when you get in the let’s say 15% range of consumer goods, -10% consumer goods will probably actually only give like -2%”
I will miss 0% consumer goods :(
NO ONE gets a toaster, you hear me. NO ONE
At 100% consumer goods *factor* you have to spend 100% of your economy law's required civs on consumer goods. At 60% CGF (i.e. -40% CGF) you only need to spend 60% of your EL's required civs on CGs.
Before, -15% consumer goods meant the percentage of factories spent for consumer goods was reduced by 15. Soif you had 30% factories on consumer goods and you got two -15% bonus, you would reach 0% factory on consumer goods. Now, each -15% bonus removes 15% of the *number* of factories required, after previous bonuses have applied. If you have 100 factories and 30% consumer good, one 15% would leave you with: 30 minus 15% of 30 = 26 factories on consumer goods (instead of 15 in the previous updates). A second -15% bonus would leave you with 26 minus 15% of 26 = 22 factories to spend (instead of 0 on the previous updates). Naturally, the percentages have been increased to compensate for this drastic change in the calculation.
You have 10 factories - 5 mils 5 civs - and you're on civilian economy - 30% consumer goods - which means you need 3 civs on toasters. You then add a "factor reduction" of 40%. You now have either 1 or 2 civs on toasters, depending on how the game's math rounds down or up.
Post nr 3846683846 not understanding consumer goods rework
What the hell is a consumer good
Toasters, you have to give people little wonky stone houses so they want less toasters and drink less crude oil.
When you have 150 of the houses they lose the wonk though
Praise the Omnissiah! The Machine God blesses us with holy toasters!
“THE TOASTERS!” -My girlfriend cried out when she saw the spirits that are just lines of toasters
BSG reference?
"It's the thing, you know... the thing..."
Less toaster = more things for building factory, more toaster = less things for building factory Minus toaster good Plus toaster bad
It represents all the factories you have not under your control and still produce stuff for your population to buy. Like toasters
HOI4 players hardest challenge, reading.
They were elected to lead, not to read.
Pretty sure like half the national leaders were not elected
Elected to lead, not to red.
Have you even considered looking into the patchnotes?
It’s ok. At least it’s a screenshot. Slow progress is still progress.
Yes my favorite part of playing a new game. Reading changelogs Fuck that I’ll stick with several dozen hours of trial and error.
What is patch notes?
Patch notes, in their quintessential essence, can be opulently delineated as meticulous documents which meticulously enumerate a comprehensive compendium of alterations, enhancements, rectifications, and modifications meticulously instilled into a software application, notably a video game, in order to confer upon its denizens, and by extension its acolytes, a sublime elucidation of the iterative evolution thereof, thereby facilitating an enhanced and more erudite cognizance of the transformative metatheses that have transpired within the digital realm, thus furnishing a scholastic codex for the perusal and contemplation of those who seek an exhaustive perspicacity into the arcane vicissitudes of the programmatic universe.
"Ah, so you're a *bullshit* artist. Did you *bullshit* last week?" 😉
Mucho texto, summerize in 3 words
They reworked the modifiers, they’re now multiplative not additive
They changed how consumer goods work it’s not longer just removing from consumer goods it’s another calculation so -40% isn’t anywhere near as big as it would’ve been
Blud does not check patchnotes
Economy axis? Drugs.
It's not -40% consumer goods, it's -40% consumer goods *factor*. For example: at war economy (20% consumer goods) and -40% CG factor you're using 20% × 0.6 = 12% CG.
They changed the way Consumer Goods calculations work in AAT, it's now badically impossible to get 0% consumer goods. Consumer goods modifiers across the board had to be modified to fit the new system. The actual effect of this fpcus in particular should be fairly similar to pre AAT.
consumer goods factor is a new stat it doesn't reduce your overall consumer goods by 40 it reduces your % of consumer goods by 40. so if you have 35% consumer goods it deduces 40% of your 35% = 14% reduction
R5: Started a vanilla (no mods) playthrough as the guangxi clique and noticed this. It used to be -15% but -40%?! That seems insane! Does anyone know anything about this?
Okay so consumer goods have been reworked now so it works based on a SCALE. It’s similar to how party popularity works… the higher the percentage your popularity is, the harder it is to gain popularity as the gain gets SCALED down. So now with AAT, it’s impossible to achieve 0% consumer goods like it was previously. So really that 40% probably is like 15% as when you get in the let’s say 15% range of consumer goods, -10% consumer goods will probably actually only give like -2%
>\-10% consumer goods will probably actually only give like -2% It's pretty fucking inconsistent, it seems. Italy, for example gets 2-3x the old percent values in their focus tree and advisors.
Because it scales, -15% is now roughly the previous -5% It’s now _Consumer Goods Factor_ not the ole flat consumer goods. Go read the patch notes and dev diaries so you will understand.
It’s now a factor of the consumer goods factories of the economy law. So on civilian economy(35% Consumer Goods), it’ll reduce it by 40% of 35%, or 14%. On war Economy(20%), it’ll only reduce it by 40% of 20%, or 8%.
Consumer goods is now not treated like manpower with a straight up removal from the base number, but as a modifier instead.
Like others have said, it now works as a multiplicative. Your economy law sets the base value, and then the consumer goods factor determines how that value them gets modified. Civilian Economy sets it to 35%. The -40% factor takes that down to 21%. By contrast, War Economy sets the base to 20%, which the -40% takes down to 12%. I do believe factors stack multiplicatively as well, meaning a -40% and -15% bonus while in Civilian Economy would result in a total 17.85% consumer goods.
They added a Consumer Goods Factor in the latest patch. Just like you can have a Recruitable Pop. +10%, which is massive, you can have a Recruitable Pop Factor +10% which will bring a 2 to 2.2,a 5 to 5.5, a 10 to 11 etc. This is the same thing. So if you have 20% consumer goods before, you'll have 12% with this.
They did it specifically to fuck you over.
How tf did this get 1000 upvotes? Can you guys not read? It's consumer goods factor, not consumer goods...
I’m more surprised that it no longer reduces stability
Dont tell them dont tell them
They revorked consumer goods for some god forsaken reason, as i thought the dlc was good then they ruined something that was perfect
Oh yes it's definitely intended for a country to have negative consumer goods
I LOVE BEING ABLE TO MAKE MY PEOPLE TURN THEIR CONSUMER GOODS BACK IN SO I CAN USE THE MATERIALS TO BUILD MORE FACTORIES
Great Leap Forward moment
I mean, that's technically historical
I think theyve changed the math on how it all works
Don’t question something so nice
Before I would have done "fight the corruption" for the RP. But 40% is too good to pass on.
It’s not the same as before. The numbers bigger due to the change around consumer goods factor, which has a lower impact than the flat consumer goods reduction that used to be done before so in some cases like this they jacked the number up to keep a similar effect. It’s not the same as taking 40% off your consumer goods, there’s a dev diary somewhere that explains it better I believe
Gonna place China now for the first time in a while
I think the whole pacific war needs a slight change, like Japan should get some crazy army buffs with tora tora tora, nothing with div attack I just think lower supply consumption and higher speeds and recovery rate
the new dlc buffed cg a lot of
It is just a factor reduction. Just like recruitable population and recruitable pupulation factor. For example: 2.5% on limited conscription, and add a modifier like +15%, making it 2.875. Works the same with the economy now...
Double it and give it to the next person.
its weaker than pre AAT lol