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Faeelin

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A question: Why is cotton so prevalent in America?

Historically, cotton production didn't take off until about 1800. That leaves 20 years where it owuld be a profitable, province worthy crop. So what justifies its presence for the rest of the game?
 

derfderf

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You make a good point, although I think cotton was the biggest export crop in Georgia-South Carolina by 1750-1775 or so.

I think the reason it is like that is that the game has to set a resource to represent a region's exports for every province, while many future colonies exported nothing at all for much of the game. So the first resource exported from a unclaimed colonial region becomes the resource of the region. That leads to cotton in parts of the (future) southern US and coffee in part of (future) Colombia (I don't have the game in front of me, so correct me if I am wrong).

I think the game makes the correct estimate here, but it does leave open the possibility of the Incas making money trading coffee before the crop was ever introduced to the Western Hemisphere, and the NAm nations making a mint off of tobacco before it was introduced to Europe, which wildly increased demand for it.

The only alternative would be too allow the resource of a province to be changed during a game. That would enable a host of new events:

- "Introduction of cotton to New World", with several provinces in the Americas getting cotton as their new resource (replacing grain, probably).
- "Introduction of Tobacco to Old World", with a few provinces (one in Anatolia, maybe?) getting tobacco as a resource to replace the orginal.
- "Spread of Porcelain Manufacture to Europe", with the provinces containing Sevres and Miessen (Saxony) getting Chinaware as their new resource. While luxury manufactures capture this well, this event would add the effect that China starts seeing less demand for its exports, which is otherwise unaccounted for.
- "Beginning of the Industrial Revolution", with 1-2 english provinces getting "machinery" as a resource (with machinery being a new resource, whose demand would be dependent on cotton & cloth production). The really ambitious could make the country that gets this event be dependent on infra/trade/dp-slider levels.

As 1.06 will be purely bug-fix, I don't expect this to happen. But it is interesting to think about.
 

unmerged(10416)

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AFAIK EU2 has a flexible demand/supply system. That's what I see a lot of the time when the Chinaware or Sugar drop from "Very High" to just "High".

Maybe the prices of cotton, tobacco and Coffee (found only outside of Europe) could be adjusted along this system...? Has anyone found out how the game calculates the supply and demand of a specific good?
 

Castellon

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Originally posted by Karl Martell
AFAIK EU2 has a flexible demand/supply system. That's what I see a lot of the time when the Chinaware or Sugar drop from "Very High" to just "High".

Maybe the prices of cotton, tobacco and Coffee (found only outside of Europe) could be adjusted along this system...? Has anyone found out how the game calculates the supply and demand of a specific good?

Look on page 46 of your manual, it will tell you.
Also I think it is available in game when hovering over the good in the goods display.
 

unmerged(10416)

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I know the game uses percentages to calculate goods prices per unit - it's shown if you click on a trade good in the province screen or select a province via the economic worldview and click on the trade good on the map.

What I want to know is, is there a way to alter the demand for goods apart from building shipyards, appointing governors and so on - which seems to be a rather lengthy process?
Like, an event command "increase the price of sugar by 3 per unit" or "increase demand by 5%"?
 

derfderf

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Why would an Anatolian province get tobacco? I´ve never heard of anything like that. Of course, I´m rather ignorant.
_________________________

Didn't the Turks grow a fair bit of good tobacco? I could be wrong on this one. Also, they might not have started growing tobacco is serious quantities until after 1819.

Is there an expert of tobacco growing on the board? Did any region outside of the Americas adopt tobacco during the game's time period?
 

Rei Jaume I

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Originally posted by derfderf
Didn't the Turks grow a fair bit of good tobacco? I could be wrong on this one. Also, they might not have started growing tobacco is serious quantities until after 1819.

Is there an expert of tobacco growing on the board? Did any region outside of the Americas adopt tobacco during the game's time period?

Hmm...
Wasn't there a total tobacco prohibition in the Ottoman Empire in the 17th century, with death penalty incurred by smokers??
On the other hand, what would the formerly Ottoman lands be without those men sitting in cafés smoking nargile/shishah...
And, even though the Crimean war is outside the EU2 period, it was after all a Turk who "invented" the cigarette. Tobacco in Anatolia as a tribute to this accomplishment for lung cancer? :rolleyes:
 

Caesar Augustus

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I think it would be really cool if the value for a good was determined by the CoT that the capital territory of the country with the trader is in, based on rarity within that and bordering CoT's. For example, it would be very profitable for a Spaniard to trade in China, Manhattan, or Molacca (for example), because Chinaware, Tobacco/Furs, and Spices are rare in the Andalusia CoT, as well as the Tago, Ile de France, Genoa, and other nearby CoT's. But it wouldn't be so profitable for, say, Iroquois to trade in Manhattan since their capital is in that CoT, and that CoT has mostly those products. It should be layered so that the first few units of a good have a relatively small effect, but that once it starts to build the effect grows rather quickly. But this makes it, as we say, a whole new game.