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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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For the trade convoys are assigned. Will there also be a proper trade route between seller and buyer, which can be raided or is it just teleported like the fuel LL on "at once".
 
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Land0fCotton

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So regarding the infantry MIO, will this alow
Us to have more means to make a more “elite”
Division? Or will the effect go into effect for all your infantry divisions?

it would be neat if you could set which MIO would want a particular division to benefit from.
 

C0RAX

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So regarding the infantry MIO, will this alow
Us to have more means to make a more “elite”
Division? Or will the effect go into effect for all your infantry divisions?

it would be neat if you could set which MIO would want a particular division to benefit from.
you can do that, make 2 variants of infantry equipment with different MIO''s and then limit the divisions to that specific equipment
 
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Miguelinileugim

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Instead of magic boxes you could just use money. The player doesn't need to see this money but it could be used to buy stuff. Diplomatic contracts and events could use money but that'd be too much of a rework probably. Magic boxes are such a clunky roundabout solution and the only advantage I see is maintaining the calculations in factory time rather than money. But if you just made each factory with no % variables make like 1 million a month base (1 money unit) then the end result would be the exact same except far saner and shared across every calculation instead of having separate factory costs everywhere.
 
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Will the trade laws be changed so that they influence this system in some way like adjusting the costs of exporting and importing weapons? Say having anything other than free trade could raise costs of buying armaments from other countries?

Will the economic balance of the game be adjusted to compensate for this new system? All countries had their economies enlarged or limited in various ways to work around the limitations of the current system and lead to outcomes more in line with the expectations. This international market though would throw it all off and likely require some deep changes to get things back to where they are now. Were these balancing issues investigated and could we expect some kind of a overview of existing economic values like changing the starting factories/resources or perhaps even changing the output of factories and tech bonuses?

Will the license system also be made part of this international market? In real life licenses were by far and large commercial agreements signed on the free market a far cry from the current representation. Perhaps it would be better if licenses were something integral to these equipment contracts so that when one says buys tanks from US they can also tick a little box to add a license agreement at a extra cost allowing to build the same design in your own country (and perhaps no longer with that weird production penalty that is currently applied?).

Could this system could support mechanics which would force a country to give up a % of its military production to the international market? It seems that the current way it works the player/AI has absolute control over what is sold and therefore it is easy to assume that it will be of little use especially in MP as players would be reluctant to part with their guns. Furthermore currently if I remember right all but 5 countries start with equipment deficiency with many nations lacking 70% of weapons for all their divisions (on top of usually having very few of them) making the probability of being able to buy any of the international market even smaller.
 
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Instead of magic boxes you could just use money. The player doesn't need to see this money but it could be used to buy stuff. Diplomatic contracts and events could use money but that'd be too much of a rework probably. Magic boxes are such a clunky roundabout solution and the only advantage I see is maintaining the calculations in factory time rather than money. But if you just made each factory with no % variables make like 1 million a month base (1 money unit) then the end result would be the exact same except far saner and shared across every calculation instead of having separate factory costs everywhere.
I want them to stick with their no money stance (which they have repeatedly reiterated is non-negotiable) because it’s unique from other games, and as long as a mechanic doesn’t suck I like it when games do stuff differently.
 
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I'm prepared for a lot of downvotes, but with all due respect, I question the design decisions made here. I don't really understand the purpose of the "International Market," when one can simply ask for lend-lease when they are in need of equipment. While it is true that lend-lease is only for countries at war, and while it is also true that some countries such as early game China will typically need all the equipment they can get, generally, if you are playing carefully, you should not be running major equipment deficits. Paying for equipment in the form of factories does not seem like a good trade outside of niche scenarios, especially when you can use your factories to build military factories, and subsequently equipment, for yourself. In the long term, you will be setting your military-industrial output back.

For majors, I don't see the utility of the International Market at all. If you are Germany in a historical game, you want to build up your equipment to pump out as many troops as possible to cover all of your fronts. While you will get some equipment when you capitulate Poland and the Western Allies, you also need to save equipment for your years-long occupation of Europe. In these early-to-mid stages in the game, your equipment is too valuable to trade on the open market for factories, which you can already build a satisfactory amount of in the buildup to the war. Likewise, you don't need to buy equipment by the time you start the war, since by then, your industry should be self-sustainable. Once you reach this phase, you'll have no need to sell your equipment on the open market, because your factory count will be high enough to make the handful of factories minors can offer you in exchange for equipment relatively negligible, and you'll probably be embargoed by most of your prospective customers anyway. For most other majors, the same situations would likely apply. A particularly desperate Soviet player, an Italian player occupying half of Europe trying to form the Roman Empire, or a bored American player may find use for an International Market, but to me these seem like exceptions, rather than the rule.

Moving on in the dev diary, I'm not sure I entirely understand MIOs, but it looks like design companies are being reworked to where you pay factories/army XP/command power (unit of cost is not clear) to buff your design companies. This seems like a very roundabout way to solve the problem of "static" design companies - namely that nearly all of them provide a blank 15% research buff to the research category of one's choice. Some newer countries by virtue of DLC, and many mods have design companies that provide bonuses to attack, breakthrough, defense, production cost, etc. to increase the usefulness of the design companies, and ostensibly to encourage multiple playstyles/playthroughs with these different buffs. In these countries fortunate enough to have these useful design companies, and in mods where this is standard, I think the design companies fill a helpful and fun role in the game, where the challenge is finding the time to spend the political power needed to acquire the design company, all without the inconvenience of introducing a new UI menu.

Much like the tank/plane/ship designers, I fear that this new MIO system will have one or two "meta" choices that essentially invalidate all of the customization options available. If only one choice is "worth" using in these systems, it doesn't seem to me that it would be worth the effort to make another such system that forces players to go through the hassle of more clicking to accomplish the same meta design every game. I hope that I am proven wrong here, but my experience with the tank/plane designers makes me skeptical.

I apologize if this writeup comes off as overly negative, and like I said, I hope that these systems are more fun than I give them credit for once they are actually incorporate into the game.
 
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I'm prepared for a lot of downvotes, but with all due respect, I question the design decisions made here. I don't really understand the purpose of the "International Market," when one can simply ask for lend-lease when they are in need of equipment. While it is true that lend-lease is only for countries at war, and while it is also true that some countries such as early game China will typically need all the equipment they can get, generally, if you are playing carefully, you should not be running major equipment deficits. Paying for equipment in the form of factories does not seem like a good trade outside of niche scenarios, especially when you can use your factories to build military factories, and subsequently equipment, for yourself. In the long term, you will be setting your military-industrial output back.

For majors, I don't see the utility of the International Market at all. If you are Germany in a historical game, you want to build up your equipment to pump out as many troops as possible to cover all of your fronts. While you will get some equipment when you capitulate Poland and the Western Allies, you also need to save equipment for your years-long occupation of Europe. In these early-to-mid stages in the game, your equipment is too valuable to trade on the open market for factories, which you can already build a satisfactory amount of in the buildup to the war. Likewise, you don't need to buy equipment by the time you start the war, since by then, your industry should be self-sustainable. Once you reach this phase, you'll have no need to sell your equipment on the open market, because your factory count will be high enough to make the handful of factories minors can offer you in exchange for equipment relatively negligible, and you'll probably be embargoed by most of your prospective customers anyway. For most other majors, the same situations would likely apply. A particularly desperate Soviet player, an Italian player occupying half of Europe trying to form the Roman Empire, or a bored American player may find use for an International Market, but to me these seem like exceptions, rather than the rule.

Moving on in the dev diary, I'm not sure I entirely understand MIOs, but it looks like design companies are being reworked to where you pay factories/army XP/command power (unit of cost is not clear) to buff your design companies. This seems like a very roundabout way to solve the problem of "static" design companies - namely that nearly all of them provide a blank 15% research buff to the research category of one's choice. Some newer countries by virtue of DLC, and many mods have design companies that provide bonuses to attack, breakthrough, defense, production cost, etc. to increase the usefulness of the design companies, and ostensibly to encourage multiple playstyles/playthroughs with these different buffs. In these countries fortunate enough to have these useful design companies, and in mods where this is standard, I think the design companies fill a helpful and fun role in the game, where the challenge is finding the time to spend the political power needed to acquire the design company, all without the inconvenience of introducing a new UI menu.

Much like the tank/plane/ship designers, I fear that this new MIO system will have one or two "meta" choices that essentially invalidate all of the customization options available. If only one choice is "worth" using in these systems, it doesn't seem to me that it would be worth the effort to make another such system that forces players to go through the hassle of more clicking to accomplish the same meta design every game. I hope that I am proven wrong here, but my experience with the tank/plane designers makes me skeptical.

I apologize if this writeup comes off as overly negative, and like I said, I hope that these systems are more fun than I give them credit for once they are actually incorporate into the game.
They explained MIOs in the last dd. They gain XP when you use them which you spend on traits, and the unique ones all have unique upgrade paths and options.
 
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The idea seems fine but I'm under the impression the current state of the amount of factories worldwide especially on minors and "guessed upon with no data" AI willingness to part with that meager amount of factories might drive this system into irrelevancy.
 
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XselenS

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Oh man, this is HUGE! WELL DONE! If this incorporates resource trade, holy shit. Finally, we will have a proper economic game to play in peace time. Equipment and MAYBE resource trade?
 
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