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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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You can make a fake deficit and the ai will lend lease you anyway
But only if you are already friends/faction members. So that's actually realistic. Lend-lease should depend on political factors, not economic ones.
It was in my original design but the more I and the coders looked into the requirements in both code and design wise, the more clear it was it would become basically its own separate but parallel system. ships are just not handled/coded the same way other equipment is.
That's completely understandable but hopefully we can get a naval market for a future patch/DLC cycle.
Will the chances of the AI allowing market access be affected by a spy's "pressure trade" mission, or their "diplomatic pressure" mission?
I would really, really like to see this. It would have to be locked behind both LaR and the forthcoming DLC with the International Market, but I think it would add a whole new set of interesting trade-offs. You could even make it possible for modders to add covert market access not visible to other players (i.e. arms smuggling).
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?
Yes, it would be excellent if Trade Laws interacted with this system. Interaction between systems makes for engaging gameplay. But I don't see the economic logic of "anything other than free trade could raise cost". In real life, free trade makes your country's industries more competitive, but whether it gives you extra purchasing power depends very much on other aspects of your economic situation. The competitiveness part is already represented by the extra factory output, which gives the country more CIC (to spend on the International Market if it so wishes), and the situational part is already represented by the high quantity of Resources put into the Resources market (which gives you CIC to spend on the International Market if you have resources, and if other countries choose to purchase them). Happily, the Trade Laws are so well designed that no change is needed there.

But there are some effects that would be appropriate IMHO:
  • Export Focus: If an IRL economy focuses on exports, then they earn hard currency (at the expense of domestic consumption). You see this today in the massive dollar investments held by export-oriented economies like PR China and Taiwan/ROC, and Germany's huge positive balance at the ECB. So this trade law should lower the cost of purchases on the International Market for the purchaser (whether it affects the seller is not important), since you've got the money to buy arms in cash at any time. I would balance this by making this law having a small (5%?) hit to Stability for owners of this DLC, because the loss of domestic consumption makes your population resentful.
  • Closed Economy: This should raise the cost of International Market purchases, because you don't routinely have any hard currency for purchases. The CIVs that are used for the IM purchase must represent some domestic production being diverted to exports specifically to pay for that purchase (there are more exotic financing possibilities but they amount to the same thing), but those exports will perform poorly on export markets because of the lack of competitiveness. For example, if the USSR wants to buy tanks abroad they're going to need to sell Ladas or something, but those Ladas are rubbish compared to the free trade countries' Citroëns and Fords, and the Lada business doesn't have a dealer network or any brand awareness abroad, so you're going to have sell them at terrible margins, requiring more CIVs to be diverted for every tank you buy.
  • Embargoed Economy: Significant increase to the cost of International Market purchases, because you have to smuggle them in!
Could this system could support mechanics which would force a country to give up a % of its military production to the international market?
I don't see how this would be possible, because if I understand the feature rightly, there is no direct use of MILs by the International Market. You can only purchase arms after they have been produced and moved to the Market Stockpile, i.e. only buy second-hand equipment. But maybe I have missed something.

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.

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.
The key point here (and it was not very clear in the original DD) is that you level up MIO using special points that they collect by being assigned to research and production. So the more research and production 'contracts' you give them, the more powerful you can make them, encouraging specialization. There might be a PP cost to set them up (as with present design companies) but afterwards they are not competing for PP, factories, army/navy/air XP or CP with other priorities. They are potentionally competing with each other for production lines and research projects though (depending on what MIOs are scripted for your tag), so you still have interesting decisions to make. For this reason I think it's very unhelpful to say they "gain XP", because that has an existing meaning in the game of naval/military/air Experience. So devs, could we please have a specific name for the MIO points with an unambiguous abbreviation? 'MIO Capital', maybe (since economically they are acquiring human and financial capital from each contract)? I thought of Contract Points, but that's CP which is also confusing.

This interacts really interestingly with the new International Market feature! Light Fighters made with help from Rolls-Royce in ENG might be superior to any Light Fighters you could make yourself, because they have that MIO boost.
 
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I hope AI will adapt to this. Just to avoid having thousand Versionsnummer of "Fighter I" in stock.
AI if it is too far backwards in research should prefer to buy stuff rather than to produce it itself.
 
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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. #snip#

As somebody else mentioned in another thread - these systems seem tailor made for Sweden. Why bother researching all the AA techs and then assigning factories to them when you can just buy top of the line Bofors(?) guns with all the tech and all the (unique) MIO bonuses. Or buy AT guns from USA (if they keep their bonuses)

At the moment there is a whole load of material that is not researched / produced because the META says go with X. If the neutral countries start producing those items then maybe sparing some CiC in the late game to have fully kitted out forces is worthwhile.

Of course this is all dependent on the AI actually taking advantage of the new features & offering kit that is better than domestic industry can build. So it will probably require a massive rebalance. But here's hoping.
 
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Question - will purchasing some equipment for a technology level you don't have help accelerate your own research of said technology? I would imagine if I as the UK purchased US fighter jets and I don't have fighter jets of my own that my scientists would be looking to reverse engineer that technology.

I guess the same could be said of captured equipment as well but I understand that might get endlessly complex.
 
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From my game as manchukuo and his fight for autonomy with land leasing, i know there is a big problem with trading upgrade weapons. For example take a rifle that you can modifier in the old way. I give him a 1/1/1/1 and get my bonus. Then he modifier his own rifle with 2/1/1/1 and i am out. I mena is was some time 3/3/3/3 vs. 1/1/1/4 and i lost. Its the same as when a send him T1 rifle and he has research T2 rifle. I am out again.


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.

Great. I get it no more for free now i must pay. Save i my self then my autonomy lost when i buy wepons from Japan? How get the XP?


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.

How will handle the AI sell or buy weapons? I mean one day the AI i give you 2000 weapons and 1 day later or when the first at next month comes they cancel it why they need it for himself. Let it not be canceled for the first charge! Make it better as Germany.
 
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Of course this is all dependent on the AI actually taking advantage of the new features & offering kit that is better than domestic industry can build. So it will probably require a massive rebalance. But here's hoping.
The best way to implement this isn't a massive rebalance, it's lots and lots of scripting, so that (at least in historical mode) Sweden has a MIO focused on AA, the UK hs one focused on light fighters and so on.

I hope it will at least be possible for modders to script such priorities.