• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

WhiteKyubey

Captain
Nov 9, 2017
449
6
Sure, there will always be a point where you can crash the market on a product. Where that is can vary greatly from game to game.

In my game I am selling close to 350 food a month for around 2.5 credits each. Periodically I even sell 10,000 food chunks when my stockpile starts to fill up. The price is holding fine.
In my game in 400 star galaxy (I hold just 16) it took 1000 food/month for prices go lower and lower each time I was selling food. Then I reduced the number of farms and tried with 500 food/month and the prices were able to return to normal.
 

alexti

Field Marshal
24 Badges
Jul 25, 2010
3.644
1.432
  • Europa Universalis III
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Divine Wind
  • Crusader Kings II
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
True if you are doing food only. But using minerals and alloys... It depend on a few things (like galaxy size but also how many bonuses the AI has). But short of a machine empires energy requirements you can certainly stop buildings any energy districts as soon as the galactic market opens.
Selling food is particularly attractive because farmers produce more food than miners/technicians produce minerals/energy. Selling other stuff can delay the point where you will need to produce energy (and give the to adjust your economy). Generally, the point when prices crash is when you become the dominant economy. It obviously depends on how fast human plays, if there is significant presence of non-diplomatic AI that can also have an impact, since they don't trade.
 

LeonOfOddecca

First Lieutenant
45 Badges
Jun 13, 2012
257
108
  • Crusader Kings II: Charlemagne
  • Commander: Conquest of the Americas
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Apocalypse
  • Victoria 3 Sign Up
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings II: Jade Dragon
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
  • Cities: Skylines
  • Crusader Kings II: Rajas of India
So I did some cheating and quickly turned all my energy districts into farms and sold all my excess food. Let the game run for a few years and that's the result:

B26BCB82252732EC7DC31FD2685088F1567C1971


As you can see if you start selling ridiculous amounts each month the food price does plummet quite a bit. Now farms are definitely not more efficient than generators. However the point still stands, that you don't need generators at all. I think in my case if I would have had a split between clerks and farmers the food price wouldn't have crashed that badly. Also I could just sell some alloys... but anyway. I guess the topic of the thread is that farms are always better than generators which apparently is not true.

You seem to have an overabundance of both food and energy income. There is no need for it to be that high. This means you can afford to have less farms and to sell less food. Which means the price of food would be higher.

Also, you don't need to sell food every month. You can wait for the price to recover and then sell.

Obviously farms are not *ALWAYS* better than generators. E.g. if you buff generators with tech and species traits, but don't buff farms, then generators would presumably be better. However, farms are better than generators provided you take reasonable, minimal steps to ensure that the price of food stays relatively high.
 

Chthon

Captain
23 Badges
Oct 31, 2011
361
0
  • Sword of the Stars II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Supreme Ruler 2020
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Dungeonland
  • Crusader Kings II
You seem to have an overabundance of both food and energy income. There is no need for it to be that high. This means you can afford to have less farms and to sell less food. Which means the price of food would be higher.

Also, you don't need to sell food every month. You can wait for the price to recover and then sell.

Obviously farms are not *ALWAYS* better than generators. E.g. if you buff generators with tech and species traits, but don't buff farms, then generators would presumably be better. However, farms are better than generators provided you take reasonable, minimal steps to ensure that the price of food stays relatively high.
One very easy way to make sure that the price of food always stays high is to set the minimum price you will sell food every month.
 

alexti

Field Marshal
24 Badges
Jul 25, 2010
3.644
1.432
  • Europa Universalis III
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Divine Wind
  • Crusader Kings II
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
This is true if you don't have the trade resource to collect, or anything else to sell monthly.

Generally this is not an issue till later in the run, when you can start to compensate for it.
Yes, selling food for energy is a good early game strategy and then you transition to something more balanced.
 

TheGrouch91

Major
76 Badges
Jan 26, 2013
599
403
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Stellaris: Distant Stars
  • BATTLETECH
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • War of the Roses
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis 4: Emperor
  • Prison Architect
  • Stellaris: Federations
  • Victoria 2
  • 500k Club
  • Warlock: Master of the Arcane
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Cities in Motion 2
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Knights of Pen and Paper +1 Edition
  • Supreme Ruler 2020
You seem to have an overabundance of both food and energy income. There is no need for it to be that high. This means you can afford to have less farms and to sell less food. Which means the price of food would be higher.

Also, you don't need to sell food every month. You can wait for the price to recover and then sell.

Obviously farms are not *ALWAYS* better than generators. E.g. if you buff generators with tech and species traits, but don't buff farms, then generators would presumably be better. However, farms are better than generators provided you take reasonable, minimal steps to ensure that the price of food stays relatively high.
Yes, that was my point. I had a mix of generators and farms before and the food price was very stable at around 1 energy. However this thread claims that food is just simply better so I did the extreme test and the claim is just not true. People are throwing those ideas around and I simply wanted to actually see the numbers in a lategame scenario. (it's not even that lategame). And there you have them.

Also your suggestion of selling in bulk does not work in the latest patch. Whether I sell 55k every year or 4.5k every month does not matter.
 

evilcat

General
Jul 24, 2015
2.050
1.269
The whole situation with farms giving 6 food is a mess. And should be fixed at some point.

One aproach is to adjust rest market prices to more like 1:1:0.66 so if food is easier to produce, make it cost less.

The better aproach is to make yields of rural district 555. Which is better in so many ways.

Beside that, they could make another food policy "Empty Shelfs" with -50% consumption but brutal -30% growth -15% hapiness.
 

Peter Ebbesen

the Conqueror
61 Badges
Mar 3, 2001
16.914
4.886
  • 500k Club
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
The whole situation with farms giving 6 food is a mess. And should be fixed at some point.

One aproach is to adjust rest market prices to more like 1:1:0.66 so if food is easier to produce, make it cost less.

The better aproach is to make yields of rural district 555. Which is better in so many ways.

Beside that, they could make another food policy "Empty Shelfs" with -50% consumption but brutal -30% growth -15% hapiness.
And the best approach at all is to:

  1. Improve the AI so the AI empires don't buy absurd amounts of food, preventing the ever gluttonous food market driven by empire represented market actors from existing in the first place.
  2. Possibly tweaking the rate of recovery of prices towards the default to be slower - and not only for food; alloy selling also comes to mind. This to lessen the gluttony of the abstracted civilian sector. Whether this is necessary depends on the impact of 1.
  3. Take another look at food-energy balancing for machine empires as part of their general overhaul.
That food produces 6 and the others 4 isn't the cause of the mess; Trying to address the food-energy problems by homogenising production is a bandaid.
 

Chthon

Captain
23 Badges
Oct 31, 2011
361
0
  • Sword of the Stars II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Supreme Ruler 2020
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Dungeonland
  • Crusader Kings II
It's certainly is part of the mess.
The mess ultimately is that the value of Food = Minerals = Energy, but the need for Food != Minerals != Energy at all times, nor does the ability to produce Food = Minerals = Energy.

There are 3 interleaving problems that the developers have decided balance out cost wise. This is clearly not the case since Food and Minerals consistently rise above 2-5 credits each.
 

Less2

Field Marshal
Jan 20, 2016
3.737
5.039
My guess is that the whole 6 food thing is a fudge because Paradox discovered late in development that it was too hard for players and AI to balance economy around 4 food, so they upped it a bit.

In any case I really can't seem to replicate any kind of efficient food-selling strategy past the early game. It's great for avoiding energy starvation when rushing AIs early or to buy a few more scientists, otherwise meh. I always seem to roll the +15% energy building really early too.
 

Chthon

Captain
23 Badges
Oct 31, 2011
361
0
  • Sword of the Stars II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Supreme Ruler 2020
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Dungeonland
  • Crusader Kings II
My guess is that the whole 6 food thing is a fudge because Paradox discovered late in development that it was too hard for players and AI to balance economy around 4 food, so they upped it a bit.

In any case I really can't seem to replicate any kind of efficient food-selling strategy past the early game. It's great for avoiding energy starvation when rushing AIs early or to buy a few more scientists, otherwise meh. I always seem to roll the +15% energy building really early too.
Please stop fixating on food only. Sell minerals too. It works much better. I never said I sell only food. In fact I keep saying I sell food+minerals and it lasts till mid to late game easily.
 

Althizor

Sergeant
Nov 1, 2018
59
0
Yes, that was my point. I had a mix of generators and farms before and the food price was very stable at around 1 energy. However this thread claims that food is just simply better so I did the extreme test and the claim is just not true. People are throwing those ideas around and I simply wanted to actually see the numbers in a lategame scenario. (it's not even that lategame). And there you have them.

Also your suggestion of selling in bulk does not work in the latest patch. Whether I sell 55k every year or 4.5k every month does not matter.


I don't think anyone suggested food alone could cover all expenses all the way until late game.

Instead that generators are unnecessary because by the time food sales start to saturate the market, you can usually make up the rest through trade or selling alloys/minerals. Continuing to ignore generators also means that you lose nothing by ignoring generator techs and can more quickly research other things.

I have played multiple empires without a single energy district the entire game. I'm not going to claim that not building any later game is 100% optimal, but it still works well enough. The AI by that point is gasping for alloys so you can get an absurd amount of credits for them (and at that point my ecumenopolis is producing more than I really need myself)
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.655
20.097
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
you can usually make up the rest through trade or selling alloys/minerals.

Meanwhile, I had an educational game last night where the price of alloys was down to 1.55 EC per unit thanks to all my sales. :cries:

But I learned my lesson: Skip straight to ring worlds/matter decompressors much earlier if running pacifist and you are out of planets to colonize. Habitats aren't going to cut the mustard no matter what you dedicate them to (unless you are a hive mind and utilize their building slots for warrens).
 

CrabHelmet

Field Marshal
59 Badges
May 14, 2013
2.654
4.864
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Chronicles
  • Surviving Mars
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
All the various primary industry Districts should produce 5 per job. It is silly that it takes two-third of the raw inputs needed to produce a single unit of Food that it does to produce a single unit of Energy, and yet their market price is, by default, equal. That's just an arbitrage opportunity, and it lasts for a surprisingly long time.