Fish in Vicky2 was a useless resource. but me thinks it will be more important for population growth in EU4.
Fish in Vicky2 was a useless resource. but me thinks it will be more important for population growth in EU4.
i think colonies should not be always related to economics , but also emigration from the cities of europe , in EU3 , colonies doesnt seem to be important at all , except for their resource bonus if you have the monopoly which at some point is very hard to maintain without conquering the Cots from other countries , something interesting too would be a economical crises , like the one that happened due the lack of gold and silver coins in europe in the end of the middle age which would lead to revolts and other countries using the moment to conquer and grow , an example : the italian decline as an way for the spices that come from india though the middle East , with the new advances in naval exploration made the europeans ,first spain and portugal, less dependent of intermediates .
Last edited by hases; 04-09-2012 at 03:20.
Leon
reminds me of this ad that was on TV a few years ago: http://www.youtube.com/watch?v=0MET6367JVk
Want a less ahistorical de jure setup for CK2 that changes properly depending on start date? Please try my mod. Also includes groovy titles like Grandduke, Margrave and Viscount. Now updated to Sword of Islam!
You could simulate this with the available mechanics in EU3, albeit it would take some effort. Look at for example the religious system in MEIOU (I think it's from dei gratia?). You could do something similar to that and in doing so even simulate one type of goods taking over and becoming the main produce if you focus on developing it or purely out of random chance (economics, local landlords want to make more profit, etc.)
Let's say province x mainly produces fish (using the standard EU3 system, the province simply produces fish) but also has a fairly large production of grain (using provincial modifiers similar to the bonii you get from universities and other such buildings, let's say a flat 5 production value increase if it's possible, otherwise a flat production efficiency and tax increase) and a small production of wine (a small bonus to production and maybe something like a small stab investment or rr reduction in the province). You could have provincial decisions that let you focus on producing one of these goods, you start focusing on wine and you get a larger and larger production of it until an event pops up that informs you province x has started mainly producing wine, changing the traditional EU3 trade good from fish to wine.
I think there should be more player decision making here. The player should be able to choose (and change) what his provinces produce in a limited way. And different choices should be good in different places.
Totally agree with you.
Grain in Paris, Fish in Amsterdam ... are you serious Paradox ?
MEIOU is far far better for this.
I also believe that the system of one good per province is obsolete.
I mean, you don't ONLY produce one thing in a province. They could have a main suitability, and thus produce more of good X.
Perhaps one could run through all the goods in every province, and suitability (for exampel if the province has alot of gold mines irl) would determine, in lieu with population, the producing measurs of every good.
Let's say this was implemented. Because Närke has no gold mines, Gold Suitibility would be 0 %. Thus, it would not produce any goods. But because the iron mines, Iron Suitibility would be, say 70-80 %. And in Kiruna it would be 100 %. But farming is tough in these areas, thus perhaps only 30 % on grain. But ofc, 0 % on oranges :P
If I'm not mistaken your decisions will cause the ai to go into an endless loop of swapping trade goods in their Caribbean colonies but don't let that stop you from calling it a simple system to implement...
I think allowing the player to choose the trade goods produced in a province is a pretty bad idea in the current system. You already have issues with certain areas being the colonies of choice due to the pre-set tax values and the current list of available random goods. If you take away the randomness, colonisation patterns by players will become even more stupidly ahistoric. My personal feeling is base tax values in unowned provinces should be randomised as well with things like tropical province, terrain types, and the like affecting the probability of different values.
I think Vicky2 is the game you need to be playing of you want to control multiple types of trade goods and change these over time. EU3 is not the economic simulator that that game is, however I would hold off getting carried away with too many suggestions until they flesh out what the trade system will look like. Also, remember the cardinal rule of EU3/4 --> Complexity = Bad. Vicky2 and CK2 are there for the min/maxers
Several Vicky 2 mods had events that triggered when a good was being overproduced, that would allow the RGO to change to something region-appropriate with higher demand. These seemed to work pretty well, but I am concerned that in EUIV it'd just be overkill. Production really only matters for income and the bonuses from controlling market share, it's not like Vicky where you don't get infantry if you don't have enough liquor.