I guess adding a new country to a scenario will be as easy as it was in V1 ....
Easier methinks...
I guess adding a new country to a scenario will be as easy as it was in V1 ....
No it didn't, I think your confusing colonies (that needed clippers) with world market trade...
Or are you saying the global need off clippers in V1 was somehow related to the amount of trade at the worldmarket? :/
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.
after reading about the commercial sphere of influence, are we not going to see countries getting machine parts according to prestige rank?
As the US, I never had much trouble buying goods (other than machine tools) in Victoria due to my high prestige. What is the point of moving Latin America into my SoI? They will buy stuff from me before they buy it on the WM? How does that help me, as they will be buying it at WM price anyway?
Although I can see the advantage of getting Peru's sulpher into my SoI.
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?
Do Aristocrats have the same effect?
Yes, but I just assumed that on a global scale, in the long term production of raw materials will equal POP (and other) consumption of goods (both food and refined results of raw materials). Otherwise you get runaway inflation, as there's constantly more and more total value (all money and goods) in the world economy. Or at least the growth has to be quite small.
More simply, in the long run the money the POP earns by creating goods out of nothing in an RGO (minus taxes etc.) will equal the money it spends on various goods, which are produced by someone else elsewhere, etc.
If POPs have lower demands due to CON then as USA your POPs in low profit RGO might have high demands that can't be met by income available in that RGO... if you get Mexico into your SoI then your POPs can safely move to other jobs while you get secure access to the RGO outputs your industry needs and also your labor is free to work in higher profit factories without harming your trade balance very much.
As well the obvious access to rare RGO goods like Oil, Rubber, tropical wood, etc.
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 ?
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?
Hello,
if the demand over supply is only 90%, that means 10% of production is lost and not sold. The 90% earnings are they distributed over all producers, or only over those that did sell their goods ?
p.s. = there was a reference that low efficiency factories will close due to this, but if you have a low efficiency factory in a privileged market were you can sell all your goods ?
Ok, I see what you mean, looking at the resources Vic Rev assigned Mexico, the US could get wheat, cattle, Iron, Coal, etc. before the Mexican people buy it if Mexico was in the US SoI / puppeted after the war for Texas. Would suck for Mexico though. It would also make sense to see what I am importing and look for nations that are net exporters of that so I'd get first dibs. Such as Chile for Metal, Peru for Sulpher.
I'm guessing that Tariffs are not applied to your SoI either... which would result in high tariffs making sense, if you and your POPs can get everything from within your spheres, satellites, colonies, and homeland.
Viva la Monroe Doctrine! Better the US get Latin America than some European despots, I suppose. Or a player LA country getting big enough to save Latin America from the Yankees.
Tarriffs increase the prices that POPs pay regardless of if it is imported or not. Internal goods do not earn you tarriff income, but the extra money goes to the POPs who produce it. Thus this is allows you to maintain RGOs and factories that would be unprofitable in the global market through tariffs. Sort of like RL.
Tarriffs increase the prices that POPs pay regardless of if it is imported or not. Internal goods do not earn you tarriff income, but the extra money goes to the POPs who produce it. Thus this is allows you to maintain RGOs and factories that would be unprofitable in the global market through tariffs. Sort of like RL.
No only GPs will have an SoI. We want you to want GP status and be willing to fight to keep it. We want to set up late game logic that makes a WWI style conflict more likely. You may not be sure that you can win the war the you start, but if you don't start it you will no longer be a GP.
Thanks for responding to my post, but i have a suggestion.
While i understand that it makes perfect sense i do not think its necesary to restrict SoI to GPs to achieve the late game WWI-like scenario.
if you are a GP your SoI will be very big anyways and it wouldn't hurt in that respect letting small or medium size countries to have their own SoI.
Even better, by letting the small or medium country have a SoI can even help to create a WWI scenario, for example:
maybe i'm an industrilized Persia and i want to expand my influence in Irak and the Arabian Peninsula, to do that i'll have to wage war with the ottomans, my big daddy Russia says OK, BUT the Ottomans ask the UK for help and so they declare war, and Russia declares war and Russia's ally Germany declares war and UK's ally France declares war and i think i've made my point.
I mean, if my little ally declares war and drags me into a World War because i decided to aid him... i think it would be very cool... and historic no?
It would be very cool unless the SoI mechanic doesn't allow countries that CAN have SoI's to be influenced by other countries...
Will all the nations of the world map have to be part of a certain GP SoI? Or let's say some medium-sizes countries and/or potential GP can try to manage to stay not influenced by any GP?
Good thinking! That makes sense.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
Artisans will not automaticly manufacture goods with high demand, they will only switch if they're not making enough money on their current goods AND when they switch they will do so RANDOMLY until they find a profitable good or goes bankrupt. I think "why are my artisans not making machine parts, small arms, canned food, etc?" will be a pretty common question on the boards once the game is released.Artisans make machine parts too, so if you have plenty of artisan pops in the start, this should be a big help (and thus the artisans spell out their own eventual decay, as they enable their competitors the factories to be built).
Good thinking! That makes sense.
Artisans will not automaticly manufacture goods with high demand, they will only switch if they're not making enough money on their current goods AND when they switch they will do so RANDOMLY until they find a profitable good or goes bankrupt. I think "why are my artisans not making machine parts, small arms, canned food, etc?" will be a pretty common question on the boards once the game is released.
We'll talk about SoIs soon
Good thinking! That makes sense.
Artisans will not automaticly manufacture goods with high demand, they will only switch if they're not making enough money on their current goods AND when they switch they will do so RANDOMLY until they find a profitable good or goes bankrupt. I think "why are my artisans not making machine parts, small arms, canned food, etc?" will be a pretty common question on the boards once the game is released.
well, not quite correct. right now they will look at profitability when they do decide to switch, so are more likely (although not 100% certain) to go for high demand goods next