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Developer Corner | International Market

Hello there, it's me C0rax back for another dev corner, and some of you may have noticed in our last dev corner I mentioned in the MIO goals we wanted to have MIO’s “Provide a framework for national specialisms that can be used on the world stage” well I'm here to show you that stage and introduce international markets.

This is all super WIP, you are going to see WIP mock ups, and some details are still being finalized!

Feature Intent & goals

  • Introducing a place for nations to buy and sell equipment benefiting both nations with a reward. Creating a new way for countries to contribute specialist equipment to other nations
  • Be able to source equipment from other nations as needed
  • For majors to set the global standard for common place equipment leveraging their superior economic might.
The international market acts as a one stop shop for all your equipment needs from other countries. It's intended to be an international store front, with multiple sellers being able to sell the same thing from the same store front. This means that provided you have the appropriate market access, you can go into the international market and buy tanks from the USA and planes from germany in one interface (but not 1 buy order).


The Flow

So to start us on how to get to the market. Well we will be replacing the diplomacy menu with the market UI, the diplomacy window was one of the least used parts of the UI and so we want to replace it with something that will get more use. The diplomacy menu is now accessed from within the market menu at the bottom of the market window, you can also still right click on a country on the map to open diplomacy with them directly.
IM_01.png

From here we can start buying equipment or selling equipment by clicking on the respective button. Beyond that any currently active contract with other countries will be displayed here so you can easily see their current status.

The buy and sell modes look like this
image20.png

IM_02.png

As you can see we don't currently have access to anyones market, so let's look at how we can fix that.


Market access

For market access we need to go to the diplomacy menu for a country where we will find the negotiate market access diplo action, this is what we want in order to send a request. For nations with factions or puppets this market access is given implicitly. This is important since in many cases you don't want those pesky enemies seeing or trying to buy all the amazing equipment you are selling. This is especially important to stop them seeing your latest equipment stats and MIO modifiers. With this only the people you want to see and buy your wares are able to.
IM_03.png

So now we’ve got market access and we can start buying and selling equipment. Since we have access to a market the buy screen will now show the equipment they have put up for sale.

Buying
IM_04.png

Let's buy some rifles. To do this we click on the rifles equipment from here we choose how many rifles we want and how fast we want to pay for them and thus receive them. The price per rifle is decided by an IC to CiC conversion rate. This gives you all the information you need like total cost, convoys needed and how long it will take to pay/deliver all equipment
IM_05.png

We send of our request and the seller has agreed to the contract
IM_06.png

The contract will now appear in our market window as an ongoing contract, it will show all the information you need to know about each contract you have ongoing.
IM_07.png

Selling

Now let's look at how we sell our equipment on the market. To start off we need to add equipment to the market. We do this by first clicking sell equipment and then clicking the add to market buttons. From here we can add our equipment from the stockpile to the market. We can choose here how many of every variant we have we wish to put up for sale.
IM_08.png

So now we have put up some equipment on the market and it appears in the list. The list shows all of our equipment on the market but not currently sold on the market.
IM_09.png

Right on time we got a request to buy some of our equipment, this menu will show you what they are buying, how fast they are paying and how many the resultant deliveries there will be. We will accept this request.
IM_10.png

We have accepted the purchase request and now we can see the selling entry in our master list of contracts along with all the information around that contract.
IM_11.png

So that brings us to the end of our quick journey through the international market and we brushed over a lot of details so that what the next part will focus on.


Technical Details

Market Access

Market access is a Diplo action to request access to a market and to offer access to your market thus it is a Bilateral relationship. Faction members share market access, as do puppets and overlords.​

Market access blockers
  • Market access and Contracts are canceled between enemies in war.
  • Embargoing someone will cancel market access, and all selling/buying contracts with that country.
  • Capitulation cancels all contracts and if the country is NOT going into exile, it will lose all market access too.
  • Civil war will change nothing. The original country will have original market accesses and contracts after the start of the civil war.
  • Making a country puppet will cancel all market access and contracts of that country.
  • Losing market access to a country will not cancel an ongoing contract with that country.
  • Puppets can have market access to other countries (and not just to the overlord's market) and trade with them. (this might be based on puppet level)
  • There will be a scriptable limit on equipment trade for things like US neutrality act etc

Contracts

Purchasing equipment costs CiC. We use a conversion ratio to convert IC value to CiC value. A contract has 2 main variables, CiC cost from equipment and Civ factory allocation for payment

So with this information we can talk about how a contract is structured
IM_12.png

A contract is broken down into payments every 30 days. So every 30 days you will make a payment and receive equipment. The amount of equipment to be delivered is based on the payment rate of the buyer. So the more Civ’s you assign to a contract the more equipment you can receive per delivery.

Selling​

We have a new stockpile called the market stockpile, equipment can be moved from the normal stockpile to the market stockpile. Equipment in the market stockpile can be requested for purchase by any nation we share market access with.

Payment​

So payment is handled via a new construction entry for contracts. When you start a contract a new entry will be created in the construction menu for the number of factories you agreed to pay with and for the total CiC of the contract.this construction task has priority over normal construction.

Contract storage​

CiC payment and equipment before being delivered is stored in a “Contract storage”. At the end of the month the minimum payment/delivery is transferred to each country from the Contract storage. CiC is delivered to the bank while equipment is delivered to the equipment stockpile

The bank​

The bank is a special container for CiC you receive from other countries as payment for a contract it is used in construction by providing bonus CiC to your construction entries.

Here is a flow chart to show you how a contract payment works and then how the bank CiC is used in construction.
IM_13.png

Cancelation:​

Either side can request to cancel the contract at any time no more deliveries are made and all payment to the Contract storage is returned to their originator.

Things that are no part of this feature:
  • Trading Ships
  • Money
  • supply/demand pricing

Things that we are looking into:
  • Limited cost of equipment changes (some active choices, some passive)

MIO addendum​

Last dev corner I spoke about MIO’s, I did my best to explain and answer questions but I want to add an addendum to the previous dev corner to show some things that should hopefully make some things much clearer.

It seems there was some confusion that MIO’s were a totally free form “design your own company” system, this isn’t what was intended to be conveyed. MIO’s have pre predetermined choices which are designed to offer compromise and strategic choice. So Let's talk about what an MIO looks like in terms of a real MIO I get access to for a country.

I’m going to show some numbers here but these are just starting values for initial implementation and so don't read into the modifiers or values too much yet.

So here we have a Generic Infantry MIO
IM_14.png

So the definition for this MIO is

Design teams (red arrows show mutually exclusive)

  • INFANTRY OFFENSE DEPARTMENT
    IM_15.png


  • INFANTRY QUALITY DEPARTMENT
    IM_16.png


  • SUPPORT EQUIPMENT DEPARTMENT
    IM_17.png
INDUSTRIAL MANUFACTURERS
IM_18.png

As you can see this focuses almost exclusively on improving infantry equipment with small bonuses for support equipment. Generic MIO’s are generally focused on one specific equipment providing departments that are generally focused around offensive, defensive and quality/reliability.

Here's some more example of generics
IM_19.png

IM_20.png

Generics can sometimes also have specializations for specific stats that are not normally in the equipment specific ones also such as the aircraft range focuses MIO.
IM_21.png


Or pacific fleet MIO
IM_22.png

Of course these are generics and that is why they are very simple. They are there to replace the current generic designer set already present so every nation can enjoy some level of customisation for their mio’s. More major countries might have specific MIO’s that are unique to your country and thus offer very different choices to make. These are just some simple ones but they can be much more branched choices with lots of content tie-ins, but we will show those in a later dev diary.
IM_23.png

IM_24.png


I hope this makes what an MIO looks like as a structure you play with clearer and again I hope to see you in future dev corners.

That's all I have for this week, as always please ask questions and comment. I hope to see you in 2 weeks for the next Dev corner where Arheo will introduce you to another feature coming to you in the future
 

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Kosaki MacTavish

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Will there be changes to military factory distribution so most countries are arms purchasers rather than having their own domestic military industry at the start?
Would be good, also to rework the AI to not overbuild mils and instead building more civs to help paying off the contracts.
 
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I'd be very interested in how this will effeciently work side-by-side with lend-lease. Sometimes, I just want to get rid of, for example, my basic light tanks for free to any non-enemy in the game who wants them. I don't necessarily desire a profit in return. I'd love to set the selling price to 0 so anyone in my market could acquire them (it wasn't clear to me if I could control the selling price).

Bonus points if I could limit some equipment to faction-only while other equipment is on the global market.
In the situation you describe, why wouldn't you just lend-lease them to someone in your faction? That is the already-existing way to sell for 0. It's better for role-players (because selling weapons for 0 would be ahistorical) and for min-maxers (because you can give the tanks to whoever needs them most). I just don't see what playstyle would use this. :confused: Please educate me!
 

Rowanbz

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Would it be possible to have the option to auto accept purchases (maybe a tick box?) when putting equipment up for sale because most of the time if I’m already accepting access from somebody then I really don’t care exactly what they buy if I’ve already putting it up for sale and it would avoid unnecessary pop ups of Iran requesting to buy 30 rifles or something.
 
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Hello, would that be possible to intercept, either destroy or capture ongoing deliveries? Like sinking convoys across the oceans or using aircrafts to intercept train deliveries, if we talk about land?
 
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Hello, would that be possible to intercept, either destroy or capture ongoing deliveries? Like sinking convoys across the oceans or using aircraft to intercept train deliveries, if we talk about land?
That's a good point. That's already possible for Lend-Lease marine deliveries so you'd hope so.
 

hjh

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Both this and last week's Dev Diaries seem very interesting to me.
Could we potentially see some sort of decision or AI strategy which would see the US make use of this system to supply arms to both Britain and the USSR?

Also, am I right in assuming that IMOs are upgraded for political power progressively though their tree? And other than the mutually exclusive options, can we upgrade all other options? So you could theoretically boost Soft Attack, as well as reduce cost and increase research speed of medium tanks all under 1 MIO?
 

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Will the AI actually buy my equipment or will it wind up player only like equipment licenses?

Also will the AI use appropriate equipment icons or will they be selling me biplane Fw190s and SPG Shermans?

Could we maybe see the AI make scripted historical equipment, at least on historical? I feel like that would add both variety and immersion when buying equipment.
 
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In the situation you describe, why wouldn't you just lend-lease them to someone in your faction? That is the already-existing way to sell for 0. It's better for role-players (because selling weapons for 0 would be ahistorical) and for min-maxers (because you can give the tanks to whoever needs them most). I just don't see what playstyle would use this. :confused: Please educate me!
This is effectively what I do now. It does include some drawbacks, namely that I am left to manually check my allies' stockpiles regularly, a particularly tedious task when I am in a large faction. Other nations don't ask for it themselves, even though they can see I have a massive surplus while they have a deficit. If I could toss them into the market stockpile to be sold for free, and if the AI actually uses the market, then I could effectively lend-lease the equipment without the manual labor of checking several nations' stockpiles.
 
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This is effectively what I do now. It does include some drawbacks, namely that I am left to manually check my allies' stockpiles regularly, a particularly tedious task when I am in a large faction. Other nations don't ask for it themselves, even though they can see I have a massive surplus while they have a deficit. If I could toss them into the market stockpile to be sold for free, and if the AI actually uses the market, then I could effectively lend-lease the equipment without the manual labor of checking several nations' stockpiles.
The case of zero price is a weird one. It seems to me that it would be easier to (re)write the AI for using lend-lease so that it makes lend-lease requests appropriately and then write a different set of code for the International Market. Don't try to shoehorn solutions for a lend-lease problem into the International Market AI, where it will be a needless complication.

This assumes that the lend-lease requests from the AI, which you want more of, are a good thing. I have a suspicion that your 'helpful requests to ease the burden of my stockpile' are somebody else's 'annoying spam from the AI about useless obsolete equipment'. The solution to that is of course Message Settings.
 
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MobiusXIV

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The case of zero price is a weird one. It seems to me that it would be easier to (re)write the AI for using lend-lease so that it makes lend-lease requests appropriately and then write a different set of code for the International Market. Don't try to shoehorn solutions for a lend-lease problem into the International Market AI, where it will be a needless complication.

This assumes that the lend-lease requests from the AI, which you want more of, are a good thing. I have a suspicion that your 'helpful requests to ease the burden of my stockpile' are somebody else's 'annoying spam from the AI about useless obsolete equipment'. The solution to that is of course Message Settings.
I guess I don't see the reason to be so inflexible in the game mechanics. Slap a 0-cost sell order and some market access rules, and the lend-lease mechanic can essentially be merged into this market mechanic.
 
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SeekTruthFromFx

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Wow, very interesting :D

Will old focuses about purchasing arms be reworked? Such as France's Arms Purchases in the US
If I have understood correctly and the International Market is only for second-hand equipment, then I think those those arms purchase decisions should not be reworked. They appear to create new equipment that is given to France, without reducing the USA's national stockpile, using US industry (that is, the USA's ability to use industry is reduced). This is historically correct: French orders expanded the US' total military production, without meaningfully diverting production away from the US' own forces (the US was very insistent on that). By contrast, the International Market can't create new equipment and would temporarily add to the US available industry.

But it's very possible that I have missed or misunderstood something here.
ngl, this will help minor nation player to boost their rearmament in the early to mid game
I'm not sure about that. If it's second-hand equipment, will anybody be selling anything in the early game? Even industrial giants like the UK and the US usually start off with divisions short of equipment. In ahistorical you might face war at any time and having divisions without equipment is disastrous (1918 rifles are infinitely better than nothing!). By contrast, if you are min-maxing Afghanistan on historical, it probably makes more sense to sell your stockpile, not buy weapons, because the CIC is more valuable in the early game, and you know you're not going to be attacked. (I don't condone this playstyle, but that appears to be the logic of this feature).
 
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GianpietroU90

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Wonderful, this is really a great idea! :)

I was wondering, even if maybe we are in a very early stage of development; Will it be possible for spies to intervene in market transactions?

I mean to have an update on spies related to this new feature.

For instance, having special missions to delay a shipment of weapons or to have a chance to blow them up?
 
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Eruth

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A few modding requests:
-a variable in equipment archetypes/individual equipments that allows or prevents them from being traded on the market
-a trigger to check whether a TAG is buying from another country
-a variable that tracks how many of a specific equipment/archetype a tag has bought from another
-an on_action when a buy request gets accepted, and another when a trade route breaks
I guess I don't see the reason to be so inflexible in the game mechanics. Slap a 0-cost sell order and some market access rules, and the lend-lease mechanic can essentially be merged into this market mechanic.
But then it wouldn't be targeted to a specific country-- there's no guarantee that the correct country would attempt to purchase that order.
 
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eastcoastceojam

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This new feature looks very interesting. Thanks for sharing it with us while it's still a work-in-progress.

Now that there's this huge new marketplace for arms trading, will the recent trend of many nations leaving their mils idle in the mid-to-late game be reconsidered?
 
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