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Snaake

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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? :/

I never actually researched what it depended on. IIRC when I started with Two Sicilies I did need (and had) 1 convoy to begin with. Said need grew as my economy and holdings overseas grew, and to be honest, either of these is a good criteria for requiring more sea transportation infrastructure.

Also, you're confusing me by talking about clippers. There were clipper convoys and steamer convoys. You needed steamer convoys to build colony buildings, and either would do for the convoy efficiency window (I think the default for the window was that it would keep 100% efficiency by adding convoys as long as you had some stored). As long as you had one of the convoy goods set on purchase <1, you basically didn't need to worry about said window.

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.

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.


after reading about the commercial sphere of influence, are we not going to see countries getting machine parts according to prestige rank?

I think it was stated pretty clearly that this is still the case. 1st choice is for the highest prestige country in the SoI, then the whole SoI, then the rest of the world in prestige order. 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).
 

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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 ?
 

unmerged(63310)

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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?

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.
 

Vox Imperatoris

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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.

But there does need to be significant economic growth, since, after all, there was a whole lot more real wealth in the world in 1936 than in 1836 (and the decrease in the number of "Farmer POPs" needed to feed the world really allowed the explosive growth of industry). The real-world economy is not a fixed pie to be divvied up by the greedy exploiters of the proletariat. The trick, of course, is keeping growth on a realistic level so that wealth doesn't increase past the point of absurdity. Too little growth in production compared to population growth, and you have some sort of Malthusian catastrophe; too much, and you have immanentized the eschaton.

The fact that there will be no inflation or deflation in the game does raise somewhat of a problem, though. If the purchasing power of money doesn't increase as the economy grows (i.e. deflation cannot occur), how will people afford things? Or will we see this generalized drop in prices after all? Maybe Paradox is unintentionally leaving the two in the game, just essentially forcing everyone onto the gold standard (by eliminating minting and the resulting inflation). :rofl:
 

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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.

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.
 

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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 ?

No the only form of trade agreement we have is the GP sphere of influence. Colonies trade with the internal market first and then with the world market. There is no way to prevent them trading with the rest of world to sell things that you do not want to buy, so thier POPs can earn more money and thus pay higher taxes.
 

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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?

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.
 

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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 ?

No each producer recieve 90% of their potential earning. This way the WM does not need to know who bought from who, only who sold and who bought. Makes things so much quicker to calculate.
 

King

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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.

As for the Monroe Doctrine, that is part of the game design challenge. We are trying to set up plausible sand box. So we do not force you down the historical path, but we design game mechanics that make historical choices logical. Thus although nothing will force a US player to get an SoI in the Americas and prevent China being in another GPs SoI, the game does make you think about doing that.
 

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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.

Ooh, I like it! It really captures the reality that tariffs give excess profits to the privileged industries and hurt everyone else, while at the same time allowing Hamiltonian strategies like using tariffs to force the creation of a domestic defense industry.
 

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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.

This game is looking better and better, and deeper than it's predecessor. Are there easy to find screens of imports and exports, and what is produced in sphere, so we know what good we want to expand into next?
 

Celdur

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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 :D.

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...
 

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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 :D.

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...

No, only GPs have SoIs.
 

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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
Good thinking! That makes sense. :)

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).
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.
 

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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
 

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We'll talk about SoIs soon

Sure. At least since that dev. diary now I'm convinced I have yo buy a new computer. :D

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.

But I guess if there's a country at war in your same SoI or in the process of being heavily militarized, that will help a lot in increasing demand and so make the goods more attractive to do by artisans.

Reedit: Podcat already answered.
 

telesien

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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

Good, so it means rational actions with probability of error. I can't agree more :cool: