Are goods created out of thin air?

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ruzen

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Someone will probably correct me, but from what I gather, supply and demand only dictates price, not a physical absence of the good in question. So stuff is essentially conjured up if they aren't produced or imported.
Yep there are no "physical" goods they are infinite only prices change around
 
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The system does make sense. Goods are not producted from thin air, it's just that sometimes offer and demand do not coincide resulting in higher (or lower) prices. It's exactly what is happening in real life. The final recipient for this imbalance are your standards of living and your companies liquidity meaning that a price too high will make your pop poor and your companies buying that product unprofitable. On the other hand goods with low prices increase your standard of living, help the companies that use that good for production, and impact negatively the rentability of the company manufacturing that same good. For the record, you are not seeing goods on your snapshots but purchase orders, goods are totally abstracted.
 
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ero_sk

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It's a design decision for the reasons already mentioned by others. What's important to realise is that the same concept applies to other systems in the game as well. Things such as good are abstracted, meaning that they generate movements in the economy without the actual underlying "things". This is also why the stockpiles don't exist. They simply can't, because there are no "physical" goods to stockpile. It's an abstract system of supply and demand to generate price fluctuations. Once again- whether someone likes it or not, it's a deliberate design decision.

Similarly with the buildings. Some people ask for certain building types to be constructed at province level. This goes, once again, against the very framework of the game's mechanics. Buildings cannot be constructed at a province level, because they are state-level abstractions.

Yet another example- POP cultures and their representation on the map. There have been complains about certain groups not being represented on the map, but that's because of the level of abstraction that the game implements. POPs are state-level concepts, so it's simply not possible to accurately show POPs at province level.
 
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hangry

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Production penalties should start when at least 1 unit of required input is missing. A small penalty when a few inputs are missing which could represent rationing and using subpar goods. The penalty should get progressively worse the bigger the shortage gets.
 
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Atey

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Production penalties should start when at least 1 unit of required input is missing. A small penalty when a few inputs are missing which could represent rationing and using subpar goods. The penalty should get progressively worse the bigger the shortage gets.

Yes, that's what I thought was happening but I can't find it anywhere so I guess it's not currently working like that. I would like to see a throughput malus for buildings that use a certain good whenever the demand for the good is higher that its supply. Although it could be the case that they had this implemented in the earlier builds of the game and it didn't result in a more fun and engaging game.
 
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Cymsdale

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When you produce 600 iron but factories only buy 400, the mines still sell all 600 iron. Think for a bit where that extra 200 gets sold to.
 
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FishieFan

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As long as you have a certain amount of Iron, your industries can function, they will just be more expensive to run. Take this as goods acquired from methods other than your Iron Mines. Be it scarp metal, substitution with lesser materials or the extra expense of creating products with limited raw materials. If you have ample Iron for your Tool Workshop, you can afford to waste some and you can create tools that are easy to manufacture by design. If you have very limited Iron, you might take great pains to not waste what you do have and you might need to design the tools in a way that takes longer to manufacture, but utilizes less overall material.

It is an abstraction that allows for you to not have a multitude of production methods to adjust the products to the available materials, which in the real world would happen organically on a infinite gradient between "Swiss precision screwdriver" and "$1 screwdriver from Wish.com".
In eu4 if you're Anglican you can dissolve monasteries to get some money. Historically this was something Henry 8th and Elizabeth used to increase state revenue and reward favourites. However because this mechanic is always available, you can keep dissolving monasteries until 1821
 

FishieFan

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Yeah great an economic system where stuff gets magically created if their isn't enough. Doesn't seem broken at all.
This was pointed at during development but people wrote the same apologia as they did in this thread
When you produce 600 iron but factories only buy 400, the mines still sell all 600 iron. Think for a bit where that extra 200 gets sold to.
If we had national stockpiles still we know where they could be going, but they got removed
 
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Yes, that's what I thought was happening but I can't find it anywhere so I guess it's not currently working like that. I would like to see a throughput malus for buildings that use a certain good whenever the demand for the good is higher that its supply. Although it could be the case that they had this implemented in the earlier builds of the game and it didn't result in a more fun and engaging game.
Every good has a price range from -75% base price to +75% base price, calculated based on Supply/Demand Ratio.

Within that price range, the invisible hand of the market works its magic. Small businesses, private producers, inventors, speculators, venture capitalists - all these minor forces not simulated by the main Factory based economy will be active and either buy (at below-base price) or sell (at above base price) extra goods. This is a strong abstraction, with the general assumption that if you are willing pay enough, someone will get you the thing you want - and, on the flip side, if you make something cheap enough, someone will buy it even if they might normally not have a use for it.

The invisible hand will provide until the moment you exceed a 1:2 Supply/Demand ratio. Past that a good is deemed so expensive and hard to come by that even throwing more money at the problem won't help anymore. If you reach that point your industries will start to suffer a scaling output penalty (based on by how much you exceed the 1:2 S/D ration), meaning they will produce less output while still having to pay for all of the inputs. In most cases that means the building will scale back production (due to the drop in profits) until it can find a stable equilibrium (which tends to be close to the 1:2 S/D ratio for the affected input good).
 
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jimkoons

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Production penalties should start when at least 1 unit of required input is missing. A small penalty when a few inputs are missing which could represent rationing and using subpar goods. The penalty should get progressively worse the bigger the shortage gets.

If there is a difference of 1 unit at a particuliar time, it does not mean that this unit is not available. It is just not available right now, which incurs a price increase (a price higher just means that my will to obtain a good is higher). This is the penalty you're talking about. In a buy/sell orders system you do not deal with an absolute time system (what is happening right now) but with a future system: you place your order, you wait to be delivered. The devs have also abstracted a shortage when the price is over +75% in terms of price increase, which, translated in a buy/sell orders system, means that the goods you ordered won't come anytime soon, hence the shortage.
 
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Splorghley

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OP, it sounds more like you want to open an import-export business in the real world than play a highly abstracted video game. And I support this! It's a much more profitable pastime!

No game in the Vicky series has ever striven for economic realism. If it had, council republics with command economies would inevitably lead to inefficient allocation of resources and ultimately impoverishment and famine. Instead, they give cool flags and come with bonuses to tax collection and legitimacy.
 
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Because of how the Import/Export Markets works i am sitting at -9000 Coal right now. the only complaint i get is that it is expensive for the government.
I'm already at Protectionism and making +3XXk from tariffs.
Every time i try to expand my capacity the french and British also expand their demand.
This feels to outlandish. My economy is lacking like 25-40% Coal but its still running and its still making profit like crazy. I am already at lowest level of Taxes because i make so much money with the random Imports of other nations i have little to no control over. Only the +20% Tariffs. I could embargo the whole nation but i would just like to really really priories my national market before it gets exported.
It also makes very little sens as goods should ALWAYS be used up in the local market first as this does not add Tariffs+Transport costs.
Either that or the prices should not be capped. Maybe that's the reason why they are artificially capped? Because it does not work otherwise.
Congratulations on having your own banana republic. How is the SOL?
 

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Congratulations on having your own banana republic. How is the SOL?
Like 19~? Lowering the Taxes is a really good bump for SOL when i can just run the country on French Tariff money.
Its not like i export only coal i am 1# in many productions(Steal, Cloths, Goods, Engines, Ironclads, Streamers, Weapons, Artillery, Ammunition, Infamy) in 1880.
 
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it's just a gameplay simplification of the economic phenomenon of using subpar substitutes, ersatz goods, strict rationing
This a thread about live gameplay issue with iron ore, not about a developer diary explaining design principles - what exact economic phenomenon is simplified here? Factory workers scavenging fences during dark moonless nights? Producing ersatz hammers without head while still consuming 1/3 more iron? Rationing ore from all other non-existent iron-reliant industries in Japan of 1841?
 
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I'm fine with it as an abstraction of expensive and ineffective production hold up by thing likes an informal sector, black market, using replacement ressources, recycling, etc. to a certain extend, while beyond that even money can't fix the problem anymore. I also don't feel that its an "exploit" of any kind, as what you get is not only limited, but also very expensive. So you are either probably better at even accepting the worst import route - and in case a war prevents you from importingw...well then this exactly feels right. In these times everything is done and used to keep important factories running.
 

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This a thread about live gameplay issue with iron ore, not about a developer diary explaining design principles - what exact economic phenomenon is simplified here? Factory workers scavenging fences during dark moonless nights? Producing ersatz hammers without head while still consuming 1/3 more iron? Rationing ore from all other non-existent iron-reliant industries in Japan of 1841?
Is it that difficult to imagine designing a, as you suggested, hammer in a way which produces an inferior tool but uses less raw iron? Changing the design of products in order to accomodate shortages in raw materials is extremely common and logical.

I mean look at WW2 German arms designs and how they progressed through the war as an amazing example. Constant reduction in the materials and amount of machining used to produce a larger volume of generally slightly worse items.
 
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FishieFan

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Is it that difficult to imagine designing a, as you suggested, hammer in a way which produces an inferior tool but uses less raw iron? Changing the design of products in order to accomodate shortages in raw materials is extremely common and logical.

I mean look at WW2 German arms designs and how they progressed through the war as an amazing example. Constant reduction in the materials and amount of machining used to produce a larger volume of generally slightly worse items.
Technological improvements are technological improvements, theyre not random substitués
 
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FishieFan

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OP, it sounds more like you want to open an import-export business in the real world than play a highly abstracted video game. And I support this! It's a much more profitable pastime!

No game in the Vicky series has ever striven for economic realism. If it had, council republics with command economies would inevitably lead to inefficient allocation of resources and ultimately impoverishment and famine. Instead, they give cool flags and come with bonuses to tax collection and legitimacy.
Why did vic3 have to be more abstracted than vic2 when computers are that much more advanced nowadays
 
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