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King

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I think that Techs no longer increase demand, CON does.

If Cappies build factories and RRs like they did in Vicky 1, won't that take cash out of the system? Or do cappies need to buy resources to build a RR or factory, making factory price dependant in machine parts and cement costs?

I mean in Vicky Rev, 500 / 1000 pounds would poof vanish whenever a capitalist built something. Also, do military units also need a set cash price to build, or is it dependent on resources consumed?

I'm not making any sense. Used to be you needed X resources and Y pounds to build something. Do you still need Y pounds, or has that been removed to keep money in the system?

Capitalists need to buy goods to build factories.
 

Alsadius

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that has nothing to do with the issue at hand. The solution you found for the world market seems ok to me. My question is why did you introduce money/currency?

to elaborate this question I cite from my above post:

I want to ask once more. Why did you guys implement this mechanism? Everything would have been fine with real goods prices being determined by the world market and every stakeholder getting his fair share (salaries, taxes). People don't feed from money. People can only consume what they produce. If they produce more from one good than they need they can change it against other goods. Usually exchanges like this are mediated by getting money for selling one thing and spending it on another thing. But that's only for practical purposes. In the virtual world of a computer game you don't have to have money (if you don't want to model the problems and opportunities that come with it, which you won't). You just need prices to determine the relative exchange value of different goods.

I really don't understand why you're jumping on this. This is brilliant game design. It's historically accurate, leads to good gameplay, and helps balance out the economic model nicely(which V1 had some trouble with). Looking at the game mechanics listed before this DD, the fixed money supply was one thing I was worried about, but they dealt with that admirably.

Gold will probably make for good provinces. Above-average production, which the government gets to take an above-average amount of - it'll be good to take them. But it's not like they're infinitely better than everything else. Money is just how you count, you still need to actually produce things, and gold doesn't do that.

Also, what exactly is the economic system you propose? Barter? Using wheat or coal as currency? You seem to be raging against the entire idea of a money system, but I can't think of any replacement that's anywhere near as natural.

There are money sinks in the system. For example if you pay interest to the shadowy cartel of internation finainciers with hidden goals, that money is lost the system. I don't know what they do with that money, their goals are hidden.

Will money sinks in the form of construction costs exist - i.e., if we build a railroad(say, as a communist nation), will it still cost 2000 pounds in addition to the material costs like it did in V1? Or are the costs pure materials?
 

208

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I want to ask once more. Why did you guys implement this mechanism? Everything would have been fine with real goods prices being determined by the world market and every stakeholder getting his fair share (salaries, taxes). People don't feed from money. People can only consume what they produce. If they produce more from one good than they need they can change it against other goods. Usually exchanges like this are mediated by getting money for selling one thing and spending it on another thing. But that's only for practical purposes. In the virtual world of a computer game you don't have to have money (if you don't want to model the problems and opportunities that come with it, which you won't). You just need prices to determine the relative exchange value of different goods.

As King said in the original diary, it's because there's no other money faucet in the game. Money doesn't disappear in Vic 2, it only changes hands, and there's no mechanism for governments introducing more money of their own accord - so as the population inevitably grows four-fold from 1836 to 1935, if there's no money faucet, everyone gets poorer and you get deflation. To avoid that rather ahistorical outcome, and as a much simpler alternative to introducing government-controlled money printing, gold mines became money faucets.
 

Ex Mudder

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Capitalists need to buy good to build factories.

\o/

That means the cost of building a factory will vary as the goods required to build it do.

So no money sinks here, just a Gold faucet.

Still confused about railroads though. Money faucet or resource hog?
 

King

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\o/

That means the cost of building a factory will vary as the goods required to build it do.

So no money sinks here, just a Gold faucet.

Still confused about railroads though. Money faucet or resource hog?

To build a railway the Capitalist needs to buy the goods as well. They are going to need to acquire machine parts to do so, so that should slow rampant railway growth a bit.
 

Ignudo

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The game does not model a lot of things, so why does not modeling money supply induced speculation bubbles become so important? This is only a game, now that isn't a cop out it is a statement of fact. What that means is that I have to make decisions about what I do and do not model. As far as I am concerned what Victoria 2 offers is one of the best economic simulations in a grand strategy game. Is it perfect? The answer is no, there will always be flaws. So coming into this thread and saying that I personally do not thing your model is perfect is fine. However, coming here and demanding that we rewrite the whole game this close the release, because you don't like something, is quite frankly rude. All I can say is if this feature is going to totally spoil the game for you, don't buy it.


I didn't suggest that you should model speculation bubbles, though it would definitely be nice. I was simply questioning the whole concept of money/currency in a computer game that doesn't model pure money phenomena. I didn't want to be rude I just wanted to understand why you felt the need to introduce money instead of sticking with prices. Maybe it really needs an Economics degree to really capture the difference but I just hoped it wouldn't.

Anyway, I want to thank you for the critical feedback on my post. Whilst I still think that the mechanism is unnecessary and artificial, I guess it's effects on actual gameplay might not be as disastrous as I've thought at first. Money supply probably shouldn't rise for more than 1 or 2 percent on average per year during the Victorian era. Hence, the effect of gold income on state budgets shouldn't be that large. The more so the more widespread gold is. Hence, I asking again if we can expect to find gold at unhistorical places. In the DD you talked about precious medals. This should include silver, which is pretty much a perfect substitute for gold, of course of lower value. Therefore it would be totally plausible to have precious medals mines all over the world. These could even abstract for nickel mines. If you can prevent that the game becomes a nation-lead gold-rush I can agree with what you are doing. Please drop the prejudice that everybody who knows a thing or two about Economics cannot think in terms of game-design and only wants his geeky macroeconomic simulation ideals fulfilled.
 

King

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I didn't suggest that you should model speculation bubbles, though it would definitely be nice. I was simply questioning the whole concept of money/currency in a computer game that doesn't model pure money phenomena. I didn't want to be rude I just wanted to understand why you felt the need to introduce money instead of sticking with prices. Maybe it really needs an Economics degree to really capture the difference but I just hoped it wouldn't.

Anyway, I want to thank you for the critical feedback on my post. Whilst I still think that the mechanism is unnecessary and artificial, I guess it's effects on actual gameplay might not be as disastrous as I've thought at first. Money supply probably shouldn't rise for more than 1 or 2 percent on average per year during the Victorian era. Hence, the effect of gold income on state budgets shouldn't be that large. The more so the more widespread gold is. Hence, I asking again if we can expect to find gold at unhistorical places. In the DD you talked about precious medals. This should include silver, which is pretty much a perfect substitute for gold, of course of lower value. Therefore it would be totally plausible to have precious medals mines all over the world. These could even abstract for nickel mines. If you can prevent that the game becomes a nation-lead gold-rush I can agree with what you are doing. Please drop the prejudice that everybody who knows a thing or two about Economics cannot think in terms of game-design and only wants his geeky macroeconomic simulation ideals fulfilled.

Precious metal mines appear in fixed defined provinces via scripted events.
 

Ignudo

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As King said in the original diary, it's because there's no other money faucet in the game. Money doesn't disappear in Vic 2, it only changes hands, and there's no mechanism for governments introducing more money of their own accord - so as the population inevitably grows four-fold from 1836 to 1935, if there's no money faucet, everyone gets poorer and you get deflation. To avoid that rather ahistorical outcome, and as a much simpler alternative to introducing government-controlled money printing, gold mines became money faucets.


you don't need more money to get richer but more goods. The only point I want to make in this discussion is that you actually don't need to simulate money in a computer game, prices are enough. In Economics we differ between the money economy and the real economy. Vicy does a pretty good job modelling the real economy. Why even bother introducing money?
 

Sovereign

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There are money sinks in the system. For example if you pay interest to the shadowy cartel of internation finainciers with hidden goals, that money is lost the system. I don't know what they do with that money, their goals are hidden.

Somebody somewhere knows the truth...

Alex%20JonesD%20220%20JPG80.jpg
 

Ex Mudder

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To build a railway the Capitalist needs to buy the goods as well. They are going to need to acquire machine parts to do so, so that should slow rampant railway growth a bit.

Thank you for your answers. I like how the game is shaping up. These changes make the "build Railroads here" national focus more meaningful, as well as the "make industrial goods" focus.

I am going to assume that military units are the same way - all goods, no cash to raise. Cash is only for soldier POPs to spend.

These changes are making me almost as happy as the changes in Revolutions did.
 

King

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Thank you for your answers. I like how the game is shaping up. These changes make the "build Railroads here" national focus more meaningful, as well as the "make industrial goods" focus.

I am going to assume that military units are the same way - all goods, no cash to raise. Cash is only for soldier POPs to spend.

These changes are making me almost as happy as the changes in Revolutions did.

You are spot on with military maintenance. This was also done to create a constant demand for military goods so that military production could function inside our, not always correct, economic model.
 

Sovereign

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Is there the possibility of FRB being added in an Expansion down the line? So that at first currencies are backed by gold/silver, but later... and following historical lines, FRB is invented and expanded... adding to the supply of cash, is that a possibility?
 

Ex Mudder

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you don't need more money to get richer but more goods. The only point I want to make in this discussion is that you actually don't need to simulate money in a computer game, prices are enough. In Economics we differ between the money economy and the real economy. Vicy does a pretty good job modelling the real economy. Why even bother introducing money?

Communist!

Ahem

I think it would confuse most of the people who buy the game if there was no concept of money in it, only prices, although I grant your point it would probably be possible to write such a game. HOI 3 comes close, but is the only game I can think of off hand in which money is mostly irrelevant. Don't know of any production chain games that ignore the money supply though.
 

King

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Is there the possibility of FRB being added in an Expansion down the line? So that at first currencies are backed by gold/silver, but later... and following historical lines, FRB is invented and expanded... is that a possibility?

Well first up, let's be clear no plans for an expansion. That is not to say we won't do one, just not planned at the moment. Will I rule out features now, no I won't. What I can say is that I personally feel that there are better things that could be done in an expansion for the economic system. That would give greater benefits to the game for time invested. Personally, if it were up to me and I was to design one right now, I would pick regional markets to replace the world market as my number one addition.
 

Ignudo

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Personally, if it were up to me and I was to design one right now, I would pick regional markets to replace the world market as my number one addition.


By this you totally reestablished my trust in the Economic competency of the development team. It's a pity that you guys are that ressource-constrained. But this also shows that not buying the game because I'm not happy with one or another feature is just not an option here.
 

King

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By this you totally reestablished my trust in the Economic competency of the development team. It's a pity that you guys are that ressource-constrained. But this also shows that not buying the game because I'm not happy with one or another feature is just not an option here.

Well in one regard you are quite correct I am not a qualified economist I am in fact a mathematics graduate. However, on the other hand if we made a game that you needed to be a qualified economist to play we would be bankrupt.
 

Sovereign

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Well first up, let's be clear no plans for an expansion. That is not to say we won't do one, just not planned at the moment. Will I rule out features now, no I won't. What I can say is that I personally feel that there are better things that could be done in an expansion for the economic system. That would give greater benefits to the game for time invested. Personally, if it were up to me and I was to design one right now, I would pick regional markets to replace the world market as my number one addition.

Ok, fair-play.
 

KonradRichtmark

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  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
That's good to hear. Overall, it seems to me like V2 will be structured in a way which will potentially allow for a whole lot of more features to be added / deepened without completely replacing the whole system. Which would make adding to the game via an expansion a viable thing to do later, but let's see Fredrik's hair first :rofl:
 

King

Part Time Game Designer
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Dec 7, 2001
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  • Crusader Kings II
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  • Europa Universalis III
  • Europa Universalis: Rome
  • Sengoku
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
That's good to hear. Overall, it seems to me like V2 will be structured in a way which will potentially allow for a whole lot of more features to be added / deepened without completely replacing the whole system. Which would make adding to the game via an expansion a viable thing to do later, but let's see Fredrik's hair first :rofl:

I suppose I should clear up one thing here. Victoria 2 is not explicitly designed with an expansion pack in mind. It is designed to be a fun stand alone game which you should all enjoy.