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Victoria 3 - Dev Diary #4 - Goods

Happy Thursday and welcome back to yet another Victoria 3 dev diary, this time on the subject of Goods! Goods are a core economic feature of Victoria 3, just as they were in previous Victoria games, and come in a wide variety of types. Also, as in previous Victoria games, the manufacturing of Goods (by Pops in Buildings) is how the vast majority of the wealth in Victoria 3 is created.

Fundamentally, a unit of Goods represent a quantity of a certain type of natural resource, manufactured good or intangible service and come attached with a price tag. This price varies both in base (a single unit of Tanks is pricier than a single unit of Fabric) and in actual market value, as the prices of Goods change depending on supply and demand.

A selection of goods that are bought and sold in the British Market.

dd4_1_2.png

There are four broad categories of Goods: Staple Goods, Luxury Goods, Industrial Goods and Military Goods. Of these, Staple/Luxury Goods are mainly consumed by Pops, and Industrial/Military Goods are mainly consumed by buildings, but there are no hard rules here - you will find Buildings using Luxury Goods and Pops purchasing Industrial Goods when and where it makes sense for them to do so.

Staple Goods are everyday goods that Pops need to live, such as food to eat, wood to heat their homes, and clothes to wear. Staple Goods tend to be purchased in vast quantities by poor and middle class pops, with richer pops generally eschewing them for luxury variants.

Grain - possibly the most Staple of all Staple Goods!
dd4_2_2.png

Luxury Goods are the things that Pops do not necessarily need but definitely want, such as fine foods, luxury drinks like Tea and Coffee, or fine clothes made from chinese silk. Luxuries tend to be more profitable to produce than Staple Goods, but depend on having a customer base with money - a poor factory worker isn’t going to be buying a whole lot of mahogany cabinets.

You can never have too many painted Ming vases, I always say.
dd4_3_2.png

Industrial Goods are goods such as Iron, Coal, Rubber and Lead whose main purpose is often to be converted into other, more profitable goods. Securing a steady supply of vital Industrial Goods is crucial to Industrialization and growing the GDP of your country.

Tools are essential to the operation of many industries.
dd4_4_2.png

Military Goods are goods such as Small Arms, Ammunition and Warships that are used by military buildings to arm and supply the armies and navies of the 19th century nations. The more technologically advanced the army or navy, the more complex (and expensive!) Military Goods they will need.

I’m told that soldiers tend to perform better if they’re given ammunition for their guns.
dd4_5_2.png


We’ll be returning to the topic of Goods in later dev diaries when discussing related mechanics such as Markets, Pop Needs, Goods Substitution and Cultural Obsessions... but for now, I bid you adieu for a while, as next week Mikael will provide you with a dev diary about something we’ve been teasing for some time now - Production Methods!
 
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After reading through all the dev posts ...
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Currently Tractors have a pre-requisite tech and allows farms to consume Engines & Coal/Oil goods to vastly change the employment structure by employing a few Machinists at the expense of many Laborers and Farmers. So not directly a "Tractor goods" but abstracted into Engines&Coal/Oil. There are a ton of goods as it is so we have to draw the line somewhere.
It would of course be trivial to mod a Tractor Factory and Tractor goods yourself :)

As for buy/sell orders I would refer to the Markets dev diary!

Greetings from Steam tractor. I am grateful that you have also represented this somewhat lesser known technology in the game.
 

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Mechanically, availability and the nature of the goods. Luxury goods are more likely to become "fashionable" than Staples, and certain goods might have other intrinsic properties that could make Pops, shall we say, a bit overly enthusiastic about consuming them. But yes, events can also play into this.
When I described Vicky 2 to one friend of mine, her first question was, “But can you colonize India to grow opium, then invade China to force them to buy it from you?” I told her, “Yes.”
 
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How intricate will military goods be in terms of warfare and supplying troops? Will they be more intricate than in vicky2? scale between vicky 2 and hoi4 (equipment = goods)?

(vague answers ok just want to get a sense of depth level before more specific details come out)
 
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Currently Tractors have a pre-requisite tech and allows farms to consume Engines & Coal/Oil goods to vastly change the employment structure by employing a few Machinists at the expense of many Laborers and Farmers. So not directly a "Tractor goods" but abstracted into Engines&Coal/Oil. There are a ton of goods as it is so we have to draw the line somewhere.
It would of course be trivial to mod a Tractor Factory and Tractor goods yourself :)

As for buy/sell orders I would refer to the Markets dev diary!
Why not have the farms consume a small amount of automobiles to represent the tractors?
 

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Why not have the farms consume a small amount of automobiles to represent the tractors?
because tractors typically last decades, and a single one can be used for many many hectares ergo it's more pertienet to represent the consuptions of a tractor, rather then the tractors themselves
 
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Is there any chance we will get fruit split into things like grapes or olives so that banana plantations cannot produce the base material of wine (as was the case in vicky2)? similarly having oil of the olive variety present in the game would be prety cool
 
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because tractors typically last decades, and a single one can be used for many many hectares ergo it's more pertienet to represent the consuptions of a tractor, rather then the tractors themselves
Well by that logic tools shouldn't really be a good. The production and distribution of tractors was really important in this period and a major driving force behind the enlarging of farms and collectivisation was making sure all farms had access to tractors.
 
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because tractors typically last decades, and a single one can be used for many many hectares ergo it's more pertienet to represent the consuptions of a tractor, rather then the tractors themselves
By the time the game is coming to an end, tractor factories, especially in the Soviet Union, were designed to convert into tank factories.
 
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Currently Tractors have a pre-requisite tech and allows farms to consume Engines & Coal/Oil goods to vastly change the employment structure by employing a few Machinists at the expense of many Laborers and Farmers. So not directly a "Tractor goods" but abstracted into Engines&Coal/Oil. There are a ton of goods as it is so we have to draw the line somewhere.
It would of course be trivial to mod a Tractor Factory and Tractor goods yourself :)

As for buy/sell orders I would refer to the Markets dev diary!
Cannot be impressed enough by yall modelling transition from subsistence to industrial farming, and from industrial to mechanized, within the game.
This paragraph alone is almost more fun in its implications than dev diary, because it, well, means that mechanization of agriculture requires fuel and engines and creates mass of unemployed laborers and farmers, who can then change jobs or, say, immigrate due to automation unemployment, or become unrestful and start rioting due to said automation unemployment, and so on.

Probably most fascinating aspect of Vic3 is how it naturally models a lot of very cool processes just because of, well, being a model of economics, population and technological progress.
 
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The biggest issue with railroading precious metal and oil discoveries is that it really does remove the real strategic thinking behind it because the player already knows where deposits are going to be ahead of time. For instance, in Victoria 2 the player knew that Arabia would become an oil producer so it was always beneficial to conquer the Arabia Peninsula decades before it actually became strategically valuable, when the AI would have no knowledge of that. It robs any real decision making or scramble for such resources when the player knows well ahead of time where they're going to pop up just because of bringing in outside knowledge. Since you can't stop the player from bringing in that outside knowledge, what you can do to make the decision making more impactful and necessary is make the discovery of the resources more randomized and give the discoveries a chance of not happening at all or happening elsewhere, within enough reason. That way the player doesn't actually know with 100% certainty what's going to happen in any particular game.
Players are aware of the fact Germans and Italians can be united into their respective nation states, too, which many back then considered impossible and undesirable.
There is just too much information that players have but the AI doesn’t (or can’t utilize), technology, possible revolutions, hell, the game will even reveal to player what buildings are in a state, probably even when the said state is on another side of the planet, so the player can set strategic priorities, in real life this is hard to figure out.
There’s absolutely no way to really balance the AI against humans, devs should only focus on giving the AI a reasonable power instead, to not have the Ottoman Empire beaten by player-led Serbia on day one, not creating unhistorical and unpredictable for the sake of “balancing”. If you want overly smart opponents, there’s always MP.
 
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Currently Tractors have a pre-requisite tech and allows farms to consume Engines & Coal/Oil goods to vastly change the employment structure by employing a few Machinists at the expense of many Laborers and Farmers. So not directly a "Tractor goods" but abstracted into Engines&Coal/Oil. There are a ton of goods as it is so we have to draw the line somewhere.
It would of course be trivial to mod a Tractor Factory and Tractor goods yourself :)

As for buy/sell orders I would refer to the Markets dev diary!
Cool, thats a good enough change for tractors from vicky2 without introducing a new goods type (which is still trivial as you said). Awesome!

Also now I am pretty positive that the market dev diary will include bid and ask prices but we will see :)