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King

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Will it be possible for a country to accumulate so-called "buffer stocks" (stockpile finished goods or raw materials) and release them into the (internal or world) market later in order to make price changes more smooth (less anarchic) or to manipulate the price of a good?

Yes
 

bbasgen

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We are looking to give the player realistic alternatives to simply painting the map their colour. Commercial influence can be just as useful, sometimes better. Our diplomatic model allows you to continually compete with other Great Powers for other countries to get preferential trade rights

Brilliant. You guys are making excellent design decisions. :)
 

King

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Fun DD- so many hints of future DDs.

So this 10% lost in production is a set % whenever demand is less than 90% of supply? So in a crash of demand for war goods for example the WM will still buy 90% of the supply each evaluation cycle even if demand is only for 70% of supply? Trying to figure out why 10% ?

no if the world market is only buying 70% of production then only 70% is bought and 30% is lost.
 

Vricklund

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As to money sinks and sources, the excess production disappearing (and evil middlemen in blockades) act as sinks (but there're still FAR less sinks in V2 apparently), and I think it's been mentioned that the money standard will be gold-based, so effectively precious metals RGOs will be a source of money to the global economy (gold/silver standards were pretty much the norm AFAIK in the game's time period, and widespread even in the 1960s still).
Wouldn't all RGO's be a source of money in the global economy? Pops working in RGO's are after all making money out of nothing. They then spend this money on the global market, getting their everyday needs.

Does this apply for internally-produced goods too?
Would be interesting to know. Seems almost impossible to model easily though. How do you differentiate between good produced in colonies but consumed in the homeland? I'm hoping for a better naval model instead.
 

Sovereign

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Finally, let’s talk a bit about the internal market. In Victoria it was simply your own country, but now Great Powers have an expanded internal market. It is not just their country, but countries inside their sphere of influence as well. Thus, you can use warfare (or diplomacy) to carve out commercial advantages for your country. You have these captive markets that buy from you first and then the rest of the world and will sell to you first and then the rest of the world. This allows the creation of an informal empire. As Britain you have no need to go conquering in South America; bring these countries into your sphere of influence and they will automatically orientate their economies towards you. Similarly, the USA may want to intervene in Central America to make sure the United Fruit Company maintains its favoured position.

*Swooon*:)

And you said there'd be no regional Markets! Oh joy, I'm so glad. This you describe above is completely the essence of the whole "access-to-markets as game-play objective that I for one was hoping for.

An altogether cool DD today, all points totally golden.

My your family prosper over the bones of its enemies for ten thousand years, for truly your techniques are outstanding.:cool:
 

Sovereign

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Absolutely loving the look of the map, the interface, fantastic. I really like the creases in the map too, well done the artists!:D
 

unity100

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Finally, let’s talk a bit about the internal market. In Victoria it was simply your own country, but now Great Powers have an expanded internal market. It is not just their country, but countries inside their sphere of influence as well. Thus, you can use warfare (or diplomacy) to carve out commercial advantages for your country. You have these captive markets that buy from you first and then the rest of the world and will sell to you first and then the rest of the world. This allows the creation of an informal empire. As Britain you have no need to go conquering in South America; bring these countries into your sphere of influence and they will automatically orientate their economies towards you. Similarly, the USA may want to intervene in Central America to make sure the United Fruit Company maintains its favoured position.

what about market access ?

will there be differentiation in that, countries which have exclusive trade agreements in between them will constitute a separate market in themselves, with different supply and demand in that market ?

introduction of economic sphere, ie commonwealth thing is very good for implementing colonialism principles, after all the main drive for expansionalism and imperialism was to garner markets for produce.

but, will the great power be able to prevent its colonies/dominions from trading with the world market and other countries ?

if so, if a dominion/colony is allowed to make trade agreements with other countries, will they constitute a separate market with that country or countries ?
 

Sovereign

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Mild winter is a climate for the province and it effects the number of people that can work in a RGO.

Woah, another golden nugget! This means game-play will be effected by seasonal fluctuations in production! :eek:

And I bet weather plays a role on the battle-field too now...
 

Xz2

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Wouldn't all RGO's be a source of money in the global economy? Pops working in RGO's are after all making money out of nothing. They then spend this money on the global market, getting their everyday needs.

Would be interesting to know. Seems almost impossible to model easily though. How do you differentiate between good produced in colonies but consumed in the homeland? I'm hoping for a better naval model instead.

RGO workers make money from the goods it sells on the WM which comes from a buyer somewhere. so no money creation there.
I suspect goldmines will produce money as in one pic somewhere it standed seperated from other incomesources
 

Sovereign

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The exact period prices refresh alter will depend a lot on testing feedback.

The goods prices will depend on the international market, but tariffs can increase the ammount your POPs will pay for goods and subsidies can increase the profits that factories make on exports.

I wonder what would be the effect of vassaling China, or.... perhaps and India! Would that even be possible? I hope so... but if so I also hope countries of a certain confidence can escape from being sphered, perhaps through warfare directly, but if not then through the risk of war as a response.
 

Celdur

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Will all countries be able to have spheres of influence?

i mean not only the GP were big enough to influence other countries, for example Argentina and Brazil even had wars to gain influence in Uruguay.
I think Latin America was a special case in the XIX century as they were sovereign countries recognized by the GP and they were not shackled to any one GP and traded with whomever had ships in port, mostly from the UK and France.

So, how does one expand their influence? will all civilized countries able to have spheres of influence or only the GP?
 

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future DD

My bet, the money taken by crime somehow feeds into the bank accounts of armed movements and the criminal demand for... "illegal goods" off the world market. If illegal-goods can exist in the game, perhaps they do, to serve as the part of some sort of global "rebel economy" or perhaps there are legal Decisions that make products like opium illegal or not and therefore taxable by the producing nation... Or something.
 

Vox Imperatoris

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Also, it looks like you need bureaucrats to get taxes from people (bureaucrats in colonies post)? Does that mean that underfunding bureaucrats will result in tax losses, and more bureaucrats = more tax revenues?

No, you need bureaucrats to collect taxes, but funding has no effect on tax collection efficiency, since it would simply be a no-brainer "you raise this slider to make money" decision. Funding does have many other effects, though.

Do Aristocrats have the same effect?

Yes, for relatively primitive societies before they develop an entrenched bureaucracy.
 

unmerged(91061)

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For those of you who are not familiar with Victoria, let’s start with a brief run down of how things were in the original game....

Quit wasting words! Describe as much new information as possible and hang the rest! :p

I also notice in the map that Gibraltar is somewhat confined to the east side of the peninsula. Intersting that it's always taken up the whole peninsula in other games.

Also, will commas be added to the numbers later? I find 32,564/38,000 much easier to read then 32564/38000.

Despite my nagging, great dev diary.
 

Insignificant

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This has really pushed me over the edge. I will get this game when it is economically feasible.
 

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No, you need bureaucrats to collect taxes, but funding has no effect on tax collection efficiency, since it would simply be a no-brainer "you raise this slider to make money" decision. Funding does have many other effects, though.

Ok, I just re-read the bureaucracy Dev Diary. How do you know when you have enough bureaucrats to maximize your tax collection in a state? Looks like the screenshot state needs more admin spending at least, to make the criminals go away.

edit:

Is there a way to see (statistics screen or some such) how the Great Power markets are functioning? So we can see net imports / exports to the UKs marketplace, or even our own, to see where they are vulnerable or which sorts of nations we should be looking to expand our influence into?

Looks like being part of such a market could be both good and bad from a minor nations standpoint. You are much higher on the list to get manufactured goods from your major, for example, than you would be alone. Will the major powers try and influence a player minor into their sphere I hope?
 
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