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Victoria 3 - Dev Diary #9 - National Markets

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Hello again! Today we will dig into Victoria 3’s National Market system. Markets are what drives the game’s dynamic economy by determining a rational price based on supply and demand for all trade goods in every state throughout the world. Expanding your national market to encompass more territory means more raw resources for your furnaces and more customers for your manufacturing industries. As your industrial base grows, so does your demand for infrastructure to bring goods to market.

The French market is swimming in cheap Luxury Furniture, Porcelain, Fruit, and Meat. Luxury Clothes and Wine are well-balanced. But as far as luxuries go, Sugar in particular has a sizable deficit and securing a reliable source of that would likely result in improved supply of domestic distilled Liquor as well.
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By default every country is in control of its own market which is typically (but not always) centered on their capital state. Every state connected to this market capital - overland or by sea through ports - is also part of the market. These states all have a variable degree of Market Access representing how well-connected they are to every other state in the market. Market Access is based on Infrastructure, which we will talk more about in next week’s development diary!

All local consumption and production in states contribute to the market’s Buy Orders and Sell Orders. Think of these as orders on a commodity market: higher consumption of Grain will cause traders to submit more Grain Buy Orders while higher production of Silk will result in more Sell Orders for Silk.

Furniture is a popular commodity with the growing urban lower middle-class, and it’s not likely its price in the French Market will drop anytime soon. Assuming the appropriate raw materials remain in good supply, upsizing this market’s Furniture industry is a safe bet.
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As we discussed in the Goods development diary, all goods have a base price. This is the price it would fetch given ideal market conditions: all demand is fulfilled perfectly with available supply, with zero goods produced in excess of demand. If buildings produce more than is being demanded each unit produced will be sold at a depressed price. This benefits consumers at the detriment of producers. Conversely, if demand is higher than supply, the economy of buildings producing those goods will be booming while Pops and buildings that rely on that goods to continue operating will be overpaying.

When determining prices for goods across a market’s many states we start by determining a market price. This is based on the balance between a market’s Buy and Sell Orders, with the base price as a baseline. The more Buy Orders than Sell Orders the higher the price will be and vice versa. Buy and Sell Orders submitted to the market are scaled by the amount of Market Access the state has. This means a state with underdeveloped infrastructure will trade less with the market and rely more on locally available goods.

States with full Market Access will use the market price for all its goods. Otherwise only part of the market price can be used, with the remainder of the local price made up by the local consumption and production of the goods. All actual transactions are done in local prices, with market prices acting to moderate local imbalances proportional to Market Access.

Glass is overproduced in Orsha. Coupled with a suffering Market Access in Orsha this means the Glassworks there can’t sell at the somewhat high market norm for their goods. This works out fine for local Pops and Urban Centers who consume it as they get to pay less than market price. But continuing to expand the Glassworks in Orsha will only lead to worsening Market Access for all local industries, and won’t lead to a better price of Glass anywhere else since fewer and fewer of Orsha’s Glass Sell Order ends up reaching the market. We can see this development on the market price chart: the market price used to be high due to low supply, we started expanding the Glassworks in Orsha which lowered the market price, until the point Orsha’s expanding industry became a bottleneck and prices started to rise again. The last few expansions have done nothing to lower the market price even as the local price has been steadily dropping.
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If an oversupply becomes large enough, the selling price will be so low producers will be unable to keep wages and thereby production volume up unless they’re receiving government subsidies. But oversupply is not remotely as bad as when goods are grossly undersupplied, which causes a shortage. Goods being in shortage leads to terrible effects for those in your market who rely on it; for example, drastically decreased production efficiency of buildings that rely on it as an input. Shortages demand immediate action, whether that be fast-tracking expanding your own domestic production, importing it from other markets, or expanding your market to include prominent producers of the goods.

Lacking access to a sufficient quantity of Dyes, this poor Textile Mill can only manufacture 42 units of Clothes this week instead of 126, which is entirely insufficient to make ends meet. Unless something changes, its wages will be cut to compensate and eventually Cash Reserves will run dry, rendering the building inoperable as its workers abandon it.
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If importing Dyes, growing them on Plantations, or manufacturing them in high-tech Chemical Plants to fix the shortage is not an option, returning the Textile Mills to pre-industrial, low-yield handicraft will remove the need for Dyes and restore the Textile Mills to marginal profitability.
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Astute observers familiar with previous Victorias will note there are no goods stockpiles involved in this system. In the predecessor game a single unit of a goods would be produced, sold, traded, perhaps refined, stored, and ultimately consumed, with global price development determined by how many units are inserted into or removed from the world’s total supply. In Victoria 3, a single unit of goods is produced and immediately sold at a price determined by how many consumers are willing to buy it at the moment of production. When this happens prices shift right away along with actual supply and demand, and trade between markets is modelled using Buy and Sell Orders. This more open economic model is both more responsive to sudden economic shifts and less prone to mysterious systemic failures where all the world’s cement might end up locked inside a warehouse in Missouri. Any stockpiling in the system is represented as cash (for example through a building’s Cash Reserves or a country’s Treasury) or as Pop Wealth, which forms the basis for Standard of Living and determines their level of consumption.

As the econ nerds (you know who you are) will by now have intuited, this lack of goods stockpiling in turn implies that in Victoria 3 we have moved away from the fixed global money supply introduced in Victoria 2. The main reason for this is simply due to how many limitations such a system places on what we can do with the economy in the game. With Victoria 2’s extremely restrictive and technically challenging closed market and world market buying order, it simply wouldn’t have been possible to do things such as Goods Substitution, Trade Routes, dynamic National Markets, transportation costs for Goods and so on in the ways we have, either due to incompatibilities in the design, or simply because it couldn’t possibly be made performant. We believe that the complexity, responsive simulation, and interesting gameplay added by this approach more than make up for what we lose.

Finally, a small teaser of something we will be talking more about once we get around to presenting the diplomatic gameplay. As you may have gleaned from the top screenshot, it is possible for several countries to participate in a single market. Sometimes this is the result of a Customs Union Pact led by the more powerful nation but more often it’s because of a subject relationship with a puppet or semi-independent colonies. In certain cases countries can even own a small plot of land inside someone else’s market, such as a Treaty Port. The route to expanding your country’s economic power is not only through increasing domestic production and consumption, but also through diplomatic and/or military means.

The Zollverein, or German Customs Union, is a broad unified market of German states controlled by Prussia. Without such a union many smaller German countries would find their economies too inefficient and trade opportunities severely hampered by geography and lack of access to naval trade.
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That’s the fundamentals of Victoria 3’s pricing and domestic-trade system! As mentioned, next week we’ll take a look at an aspect of the game that’s closely related to markets and pricing: Infrastructure.
 
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Interesting diary.
 
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mursolini

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One fundamental example is that when supply is insufficient, you have to distribute it between prospective purchasers by some rational mechanism. So when you have a Steel Mill and 100 Pops who all want to buy Coal, who gets to purchase what fraction of the available supply?

Option 1: Determine some priority sequence, e.g. buildings always buy first, then Pops buy in order of descending Wealth. This means the Steel Mills might buy up all available Coal, leaving Pops with excess money but no heating. Pops start dying, and the player has to decide to wait until the price of Coal increases due to low supply such that their Steel Mills have failed so Pops get access to the supply, or close/destroy their Steel Mills temporarily until they can secure their Coal supply. Or, if Pops buy first, the Steel Mills get no Coal and close down, thereby causing Pops to lose their jobs so they can't afford to buy Coal, leading to a cycle of different agents in the system failing and/or downward spirals. Furthermore, with sequential purchasing that depends on the outcome of the previous purchase, we cannot multithread the logic. Hard priority buy sequences like this feel artificial and cause frustrations where players ideally want to control the distribution top-down with sliders, which of course is both fiddly and nonsensical from an immersion perspective.

Option 2: Have an overall "trade manager" split supply proportionally between purchasers based on desired purchasing amount. This is the rational decision since it can both be multithreaded and doesn't lead to systemic cyclical breakdowns. However, when combined with a Goods Substitution feature, such a trade manager would have to balance two parameters (availability and price) across a number of different permutations to make a single rational purchase decision that maximizes the yield for potentially tens of thousands of agents. There may be some cool math that can be applied here but none that we can instrumentalize such that it can reliably execute several times per second.

This is already a computationally difficult problem. Now insert local price conditions based on Infrastructure and Market Access. How much of the market's allotment of Coal compared to Oil should a Farmer in Michigan get to buy when Michigan only has 75% Market Access but Coal is produced locally?

With an open economy where stockpiles are abstracted into the price conditions, we can have all purchases resolve on their own thread and tally up into a total combined price. If the price is too high for some of those purchasers to sustain it in the long run, their own economic conditions will deteriorate and demand will decrease. This means we can approach an equilibrium over time by each economic agent doing their thing, rather than trying to compute an optimal distribution between all agents given a multitude of variables that all influence each other.
It's a nice abstraction, I would however ask you to consider one additional feature: "market memory" if you will, that would dynamically change ratio of shortages, based on supply history.

So, if there was a long-term deficit of a good, shortage penalties would kick in as soon as demand > supply, while if there was a proficit of a good for some time, there is probably a stockpile somewhere, hence a you can buy more than currently produced for some time. Instead of stockpiles being completely abstracted, make them semi-abstract, but remembering market dynamics.
 
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One fundamental example is that when supply is insufficient, you have to distribute it between prospective purchasers by some rational mechanism. So when you have a Steel Mill and 100 Pops who all want to buy Coal, who gets to purchase what fraction of the available supply?

Option 1: Determine some priority sequence, e.g. buildings always buy first, then Pops buy in order of descending Wealth. This means the Steel Mills might buy up all available Coal, leaving Pops with excess money but no heating. Pops start dying, and the player has to decide to wait until the price of Coal increases due to low supply such that their Steel Mills have failed so Pops get access to the supply, or close/destroy their Steel Mills temporarily until they can secure their Coal supply. Or, if Pops buy first, the Steel Mills get no Coal and close down, thereby causing Pops to lose their jobs so they can't afford to buy Coal, leading to a cycle of different agents in the system failing and/or downward spirals. Furthermore, with sequential purchasing that depends on the outcome of the previous purchase, we cannot multithread the logic. Hard priority buy sequences like this feel artificial and cause frustrations where players ideally want to control the distribution top-down with sliders, which of course is both fiddly and nonsensical from an immersion perspective.

Option 2: Have an overall "trade manager" split supply proportionally between purchasers based on desired purchasing amount. This is the rational decision since it can both be multithreaded and doesn't lead to systemic cyclical breakdowns. However, when combined with a Goods Substitution feature, such a trade manager would have to balance two parameters (availability and price) across a number of different permutations to make a single rational purchase decision that maximizes the yield for potentially tens of thousands of agents. There may be some cool math that can be applied here but none that we can instrumentalize such that it can reliably execute several times per second.

This is already a computationally difficult problem. Now insert local price conditions based on Infrastructure and Market Access. How much of the market's allotment of Coal compared to Oil should a Farmer in Michigan get to buy when Michigan only has 75% Market Access but Coal is produced locally?

With an open economy where stockpiles are abstracted into the price conditions, we can have all purchases resolve on their own thread and tally up into a total combined price. If the price is too high for some of those purchasers to sustain it in the long run, their own economic conditions will deteriorate and demand will decrease. This means we can approach an equilibrium over time by each economic agent doing their thing, rather than trying to compute an optimal distribution between all agents given a multitude of variables that all influence each other.

I very much appreciate this answer. However is this also case when it only concerns state actors in training of military? I think there wouldn't be any conflict to this if stockpiling only reflected onto state training or supplying of military units which would be independent of pop purchases. This too, is an abstraction, but it would be a relatively healthy one for the general gameplay flow, especially in terms of flavor due to stockpiling before wars and trying to avoid prolonged wars where your stockpile would no longer last. It could simply be called military stockpile and naval stockpile, with a modest cap on how much you can stockpile which then could be adjusted by technologies or buildings (I.E your own factories producing military goods).

I understand the performance problem, and Victoria 2 simply abstracted in points where performance became a concern, but I'd say military stockpiling is a very crucial part of a game where economy is supposed to be integral part of warfare. So I think a large portion of player base would want a representation of it, even if a highly abstracted one.
 
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mikhail321

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One fundamental example is that when supply is insufficient, you have to distribute it between prospective purchasers by some rational mechanism. So when you have a Steel Mill and 100 Pops who all want to buy Coal, who gets to purchase what fraction of the available supply?

Option 1: Determine some priority sequence, e.g. buildings always buy first, then Pops buy in order of descending Wealth. This means the Steel Mills might buy up all available Coal, leaving Pops with excess money but no heating. Pops start dying, and the player has to decide to wait until the price of Coal increases due to low supply such that their Steel Mills have failed so Pops get access to the supply, or close/destroy their Steel Mills temporarily until they can secure their Coal supply. Or, if Pops buy first, the Steel Mills get no Coal and close down, thereby causing Pops to lose their jobs so they can't afford to buy Coal, leading to a cycle of different agents in the system failing and/or downward spirals. Furthermore, with sequential purchasing that depends on the outcome of the previous purchase, we cannot multithread the logic. Hard priority buy sequences like this feel artificial and cause frustrations where players ideally want to control the distribution top-down with sliders, which of course is both fiddly and nonsensical from an immersion perspective.

Option 2: Have an overall "trade manager" split supply proportionally between purchasers based on desired purchasing amount. This is the rational decision since it can both be multithreaded and doesn't lead to systemic cyclical breakdowns. However, when combined with a Goods Substitution feature, such a trade manager would have to balance two parameters (availability and price) across a number of different permutations to make a single rational purchase decision that maximizes the yield for potentially tens of thousands of agents. There may be some cool math that can be applied here but none that we can instrumentalize such that it can reliably execute several times per second.

This is already a computationally difficult problem. Now insert local price conditions based on Infrastructure and Market Access. How much of the market's allotment of Coal compared to Oil should a Farmer in Michigan get to buy when Michigan only has 75% Market Access but Coal is produced locally?

With an open economy where stockpiles are abstracted into the price conditions, we can have all purchases resolve on their own thread and tally up into a total combined price. If the price is too high for some of those purchasers to sustain it in the long run, their own economic conditions will deteriorate and demand will decrease. This means we can approach an equilibrium over time by each economic agent doing their thing, rather than trying to compute an optimal distribution between all agents given a multitude of variables that all influence each other.
It’s a really interesting problem to solve. Option 2 clearly seems like preferred way to go. One way to solve it could be to use information from previous tick - i.e. agents place their buy and sell orders based on prices and availability on the previous round. The said farmer would place an order for oil based on it’s local price vs. coal on previous round. If he didn’t get his full allotment, he places an order for the remainder (assuming partial substitution is a thing) into coal market the next tick. Thus there will be inefficiencies on any given tick, but they will correct themselves over time. There’s of course the risk of pendulum-like movements that spun out of control, so more than one tick “memory” will be required, and then we almost end up modeling stockpiles.
Another complication is that we’d probably have to have two market levels: state and national, with agents first resolving there transactions locally and then sending the rest of buy and sell orders to national market if market access permits.
 
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Ok, so what if several/many country based markets intersect with each other? Will this cause Buy/Sell orders to go through multiple tariff charges?

And what about transportation of goods? Will those goods be transported from market capital to market capital or from the destination of production?
 
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Very nice dev diary. First I had quite some points I didnt like but upon reading some responses and also getting to know more about the idea on how it can implemented I must say that it feels much better. Stepping away from synchronous functions is quite clever and my other 11 cores will probably overflow with joy.

My best guess given the nature of reserves is that in order to prepare for a lengthy war production youd need a healthy surplus economy. That way you could build up and subsidize military factories pre war who will able produce lots of goods relatively quickly. Of course this will prevent your country from investing the money elsewhere, crippling you multifold if you lose the war.
 
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Yes, to a point. It's important to understand that this is intertwined with the decision to not model goods stockpiling - if more goods are bought than sold (at a comparatively high price) on week 42, some of those goods changing hands might have been produced on week 41, or 27, or 6. In the real world, farms only have a few harvests per year and rely on granaries to ration the excess, doling their supply out over time in order to maximize their profits. The same also goes for other industries to different extents, depending on factors like shelf life, quality, technological obsolescence, etcetera. In Victoria 3, this stockpiling behavior is abstracted such that for as long as demand and supply remain balanced within some kind of reason, we assume that goods are available but expensive (until they're not - see shortages), and that all goods produced sell for a price (albeit perhaps a low price) even if there's not an end consumer that particular week. The end result is arguably more realistic, since goods actually being completely unavailable to buy at any price is - and was - a rare and very disruptive thing.

How about adding some generalized abstracted ( and extremely expensive ) substitution good then, if you want to produce something without the required inputs?
I am aware that the shortages kind of have the same effect but goods are then magically created, or add a description to the shortages that smuggling of the good runs rampant, something that allows the abstraction to be less immersion breaking.
 
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It is not the wisest thing to give suggestions without seeing the system actually work, but one thing to try could be to have dynamic base prices, e.g. if for x last ticks supply is higher than demand, than the base price drops by a small increment. Then the already depressed prices will get progressively lower and the disbalance is guaranteed to resolve itself within reasonable time. This will make all the disbalances temporary and will make “abstracted stockpile” explanation more believable.
 
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So, no stockpile ?
I do agree that it's not that big of a deal : even now, it's very uncommon for a country to have more than a few month worth of military stockpile.

But I do wonder : what happens with the mobilized men ? Mobilisation implies that you will need a huge amount of guns right a the start of the war. If there is no stockpile, will it create an immediate price increase for guns ? A French-German mobilisation can easily be as large as all the world regular armies combined.

And if the price increase is international, does it mean that, provided that you are wealthier than your opponent, you should try to buy as military equipment (by producing soldiers) as you can in order to prevent him to buy beyond it's "market sphere" ?

And are you able to restrict your market to some country in particular ? Let's say that you are France and you are producing a lot of military equipment, could you sell it only to Austria during the Brother's war without getting involved ? (therefore denying germany acces to your equipment production)

And while I'm on military equipment, will it be more like EU4 (your technologies boost your men) or HOI4 (your technologies improve the quality of the material you are producing)
 
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So, no stockpile ?
I do agree that it's not that big of a deal : even now, it's very uncommon for a country to have more than a few month worth of military stockpile.

But I do wonder : what happens with the mobilized men ? Mobilisation implies that you will need a huge amount of guns right a the start of the war. If there is no stockpile, will it create an immediate price increase for guns ? A French-German mobilisation can easily be as large as all the world regular armies combined.

And if the price increase is international, does it mean that, provided that you are wealthier than your opponent, you should try to buy as military equipment (by producing soldiers) as you can in order to prevent him to buy beyond it's "market sphere" ?

And are you able to restrict your market to some country in particular ? Let's say that you are France and you are producing a lot of military equipment, could you sell it only to Austria during the Brother's war without getting involved ? (therefore denying germany acces to your equipment production)

And while I'm on military equipment, will it be more like EU4 (your technologies boost your men) or HOI4 (your technologies improve the quality of the material you are producing)
This is going to be my opinion for the simplest way they could potentially handle it:

You need to mobilize for war, fantastic.
You go to the mobilize tab.
Here it tells you how many guns and uniforms you are going to need.
You then retool your domestic industry for war to the best of your ability.
Now you can mobilize your army.


And then, if you do not have the industry to mobilize your population, then you will have to import the rest.
If you can not import guns, or perhaps you cannot afford to import guns.
Well, then you will have a shortage.
Meaning an under-equipped army.

------

And then, let's say WW1 gets going.
Obviously the prices for guns will skyrocket. Which is going to change the whole supply-and-demand situation when it comes to weapon in the world.

Which means you can sit by as a neutral country, you can exploit the situation and start making guns for their war effort.
Making you rich while they bleed.

While obviously, the system requires diplomatic issues if you trade guns with an enemy.
And also an embargo system. Which is essentially the blockade system that EU4 and Victoria 2 has. Pretty simple stuff.
And also a way to, as you mentioned, you refusing to export weapons to certain countries.

-----

In my opinion.

This is the most straight forward and simple way they can handle it.

You would get decently realistic outcomes with a user inferface that is both obvious and easy to comprehend.
While also having gameplay that is easy to understand and interact with.


There is absolutely no need for a stockpile.
 
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Sbrubbles

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So, no stockpile ?
I do agree that it's not that big of a deal : even now, it's very uncommon for a country to have more than a few month worth of military stockpile.

But I do wonder : what happens with the mobilized men ? Mobilisation implies that you will need a huge amount of guns right a the start of the war. If there is no stockpile, will it create an immediate price increase for guns ? A French-German mobilisation can easily be as large as all the world regular armies combined.

And if the price increase is international, does it mean that, provided that you are wealthier than your opponent, you should try to buy as military equipment (by producing soldiers) as you can in order to prevent him to buy beyond it's "market sphere" ?

And are you able to restrict your market to some country in particular ? Let's say that you are France and you are producing a lot of military equipment, could you sell it only to Austria during the Brother's war without getting involved ? (therefore denying germany acces to your equipment production)

And while I'm on military equipment, will it be more like EU4 (your technologies boost your men) or HOI4 (your technologies improve the quality of the material you are producing)

I would guess that since a factory can work without inputs (but with maluses, like the textile factory/dye example), the same thing will apply to military: if military goods usage exceeds your military goods supply (plus whatever international purchases are available, though they haven't talked about that yet), then your troops will start getting maluses.

I'm going out on a limb and say that mobilization will be "free" in terms of military goods, though it might have a cost in terms of money. Your military good usage, though, will be proportional to the number of units and might depend on whether they're engaged in battle, so you can mobilize a large number of units instantly, but that will mean your military goods usage will spike and if you can't sustain supply your units will face severe debuffs.
 

Nooo8oooo

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"Semi-independent colonies' presumably refers to releaseable Dominions like Canada, Australia, New Zealand, Newfoundland? I loved the approached used in HOI IV, would love to see that taken here.

Also, can countries straddling two major Market zones (take Canada, a subject of the United Kingdom but next to the economic juggernaut of the United States) result in power struggles and diplomatic tension between the two market heads?
 

mikhail321

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No, you got it right! And yes, pre-Bessemer Steel Mills are barely profitable (prime candidate for subsidizing if you want to be an early Steel-producing power) while late-game Steel Mills can be very profitable indeed. However, those late-game Steel Mills also require expensive input goods as well as more qualified and higher paid employees, and by that point any decent economy would have seen average wages inflate quite a bit compared to 1836. Since buildings compete with each other for workers what is considered a "decent wage" changes over time, and the high potential productivity of late-game Steel Mills can only be realized with access to cheap advanced input goods.
So it effectively means that given the raise in wages and input costs the overall production cost of steel stays the same. So a nation with 1930 level of technology wouldn’t have any systemic competitive advantage on the world market vs. an 1850 technology nation, as their base prices on national market are the same. I guess low wage and low technology nations should get advantage in resource or labor-intensive industries, but have no chance to compete in manufacturing goods, but for this I believe base prices need to be dynamic - either in response to prolonged supply/demand gaps or by events related to technology (similar to EU4 but on per nation level)
 
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makapse

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So it effectively means that given the raise in wages and input costs the overall production cost of steel stays the same. So a nation with 1930 level of technology wouldn’t have any systemic competitive advantage on the world market vs. an 1850 technology nation, as their base prices on national market are the same. I guess low wage and low technology nations should get advantage in resource or labor-intensive industries, but have no chance to compete in manufacturing goods, but for this I believe base prices need to be dynamic - either in response to prolonged supply/demand gaps or by events related to technology (similar to EU4 but on per nation level)
You are forgetting that the high tech one will be able to produce so much more steel, they will either need automobiles to keep the steel price high, or the steel will be so low prized that the low tech one will just not be able to compete
 
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mikhail321

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You are forgetting that the high tech one will be able to produce so much more steel, they will either need automobiles to keep the steel price high, or the steel will be so low prized that the low tech one will just not be able to compete
That’s what I’d expect, but, As per dev’s comment, prices significantly below base price are unsustainable, so they won’t produce much more steel without government subsidies
 

wilcoxchar

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Yes and no.

Yes: the V2 model of an omnipresent national supermarket that everyone shops at is gone.

No: everyone's needs are not always perfectly supplied, since their ability to pay for their needs is dependent on their purchasing power. All purchasing economic agents do have stockpiles in the form of cash reserves or Wealth, and depleting those will result in adverse effects on actual people.

For example, if the price of Grain is very high, this will adversely affect the workers and owners of Food Industries and those Pops who survive on baking their own bread in the short term, while the owners of Farms will enrich themselves. In the longer term, if Food Industries can't pay high enough wages to retain their employees, both output of Groceries and demand for Grain will decrease. Eventually this will balance out the Food Industries but at the expense of Farm revenues and the Wealth of Pops who rely on Groceries.

No: you cannot operate the world economy at pre-shortage deficit level indefinitely as this will deplete Pop Wealth which will reduce demand and devastate the profitability of buildings. And when this happens in a single country, the people will eventually rise up and/or emigrate.

Yes: you can try to fix underproduction issues with subsidies, but this means paying tax revenue to keep production up. This cannot possibly be sustained long-term in anything but specific segments of an economy, typically strategic ones that other industries rely on.
So it sounds like goods purchases are working closer to something like a short-term futures market. That's neat and actually sounds really good. It also makes more sense for how good purchases and sales realistically operate overall on a national or global scale.
 
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Jorlaan

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I had some questions and potential concerns regarding the new system, but the recent explanations answer the questions and I believe put the concerns to rest. I always HATED the buyer-priority system in Vic2 and it made for an awful experience playing smaller nations when shortages existed. You may have had a great economy for your size, but you still can't buy wood/iron whatever because Britain and France bought it all first.
 
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makapse

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That’s what I’d expect, but, As per dev’s comment, prices significantly below base price are unsustainable, so they won’t produce much more steel without government subsidies
What I would expect is either the over supply is not that high that selling the the other market will create some profit, or the producer losing half his employees to produce only half the capacity and then again just about make enough profit.
 

alexti

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This DD has explained how prices work in the free market economies. What about command economies? Presumably, supreme leader can set prices to whatever is deemed good for the population? Are there any limits to that? What happens if they are set at the level where buy orders will exceed supply orders? Since it's not a free market, prices are fixed and wouldn't go up?
 
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