A few days ago, while reading about peak oil, and the drilling of oil in places where it wouldn't commercially make much sense except if the raw good had a particular high demand (Which drove up its price), and how the demand for more oil allowed for oil to be exploited in places it would otherwise not be.
It occurred to me that a similar system would make a lot of sense in Victoria 2's world economy, especially because unlike province goods in Paradox games, which are frequently static and non-changable to circumstances.
For instance, contrasted to the oil situation, in Vic 2 economy, there is often a lack of iron and coal, but apart from technology increasing output, the game economy itself doesn't adapt to high demand, and shift RGO production to goods which are clearly so high in demand that they are extremely valuable.
What I thought up was, like in the example of EU4's colonizable provinces, every Vic 2 province would have several potential RGO products, but only one good that any province produces.
Using a threshold model similar to how Democracy 3 creates and solves problems (Which has the bonus solution, like Paradox wants, to make information as clear as possible to the player as to how and when he can change the RGO goods) using as trickling factors the global supply/demand and price of a RGO good, once a certain good passes an attractivity threshold vis a vis with the current province RGO good being produced, the province either switches production of that good automatically (Laissez-Faire), or an event pops up allowing the player to block the switch. If the change proceeds, the province gets a "Goods Reprioritization/Production Inexperience" Malus which decreases 5% of the RGO production for a few years and prevents the province from switching RGO goods during the malus duration.
Threshold differentiation can be made by the country's current economic system (With Laissez Faire having lower switch thresholds to simulate better adaption to market circumstances, progressing up to Planned Economy, with very high switch thresholds, meaning they should only switch production if an RGO good has gone through a sustained years old demand-increase and valuation), as well as other things like terrain (More urban-like terrain with easier connectivity with the rest of the world would be quicker to switch goods than mountains or deserts) and RGO workforce (Smaller RGOs should have less problems switching goods than larger ones).
The length and severity of the switch penalties may further be increased by the country economic system. In game terms, this might help to counter the player's usual early game strategy of switching to Reactionary-State Capitalism parties to build the economy/industry.
This system might allow the world market to adapt to changes in market supply/demand, and prevent the usual coal/iron market starve that usually happens if countries industrialize past what the game world produces.
It also allows National Focus for RGO resource switch, which would allow countries to incentivize certain resources, to either get industry synergy bonus, to get not a particularly valuable/globally on-demand resource, but one which the country needs but can't get from the global market.
It also makes the world both more realistic and the game more sandboxy.
Is this a system that makes sense, and do you see anything right off the bat that can be improved?
It occurred to me that a similar system would make a lot of sense in Victoria 2's world economy, especially because unlike province goods in Paradox games, which are frequently static and non-changable to circumstances.
For instance, contrasted to the oil situation, in Vic 2 economy, there is often a lack of iron and coal, but apart from technology increasing output, the game economy itself doesn't adapt to high demand, and shift RGO production to goods which are clearly so high in demand that they are extremely valuable.
What I thought up was, like in the example of EU4's colonizable provinces, every Vic 2 province would have several potential RGO products, but only one good that any province produces.
Using a threshold model similar to how Democracy 3 creates and solves problems (Which has the bonus solution, like Paradox wants, to make information as clear as possible to the player as to how and when he can change the RGO goods) using as trickling factors the global supply/demand and price of a RGO good, once a certain good passes an attractivity threshold vis a vis with the current province RGO good being produced, the province either switches production of that good automatically (Laissez-Faire), or an event pops up allowing the player to block the switch. If the change proceeds, the province gets a "Goods Reprioritization/Production Inexperience" Malus which decreases 5% of the RGO production for a few years and prevents the province from switching RGO goods during the malus duration.
Threshold differentiation can be made by the country's current economic system (With Laissez Faire having lower switch thresholds to simulate better adaption to market circumstances, progressing up to Planned Economy, with very high switch thresholds, meaning they should only switch production if an RGO good has gone through a sustained years old demand-increase and valuation), as well as other things like terrain (More urban-like terrain with easier connectivity with the rest of the world would be quicker to switch goods than mountains or deserts) and RGO workforce (Smaller RGOs should have less problems switching goods than larger ones).
The length and severity of the switch penalties may further be increased by the country economic system. In game terms, this might help to counter the player's usual early game strategy of switching to Reactionary-State Capitalism parties to build the economy/industry.
This system might allow the world market to adapt to changes in market supply/demand, and prevent the usual coal/iron market starve that usually happens if countries industrialize past what the game world produces.
It also allows National Focus for RGO resource switch, which would allow countries to incentivize certain resources, to either get industry synergy bonus, to get not a particularly valuable/globally on-demand resource, but one which the country needs but can't get from the global market.
It also makes the world both more realistic and the game more sandboxy.
Is this a system that makes sense, and do you see anything right off the bat that can be improved?
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