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Derek Pullem

Stomping Mechs for the glory of Rome!
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Can you explain what you mean by hidden world market?
 
Nov 15, 2003
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i mean that in order to keep prices high, game does not take into account all the goods *really* on WM. For example, if there is 2000 units of liquer on WM(ingame it is not showed) and the demand is 5 and every day there are produced 10 new units(in few year there will be 9999 units of liquer, but that is another story). This should mean that when i flood another 5000 units into the market the price should drop to almost minimum(and start rising when the extra supply runs out) and stay there for awhile, but it dosn't(for a second it does, but that is not the point) because game won't include the goods in reserve, when calculating the price(only demand vs production). This makes "price dumping" impossible .
Right now one can't radically change WM prices, even if it holds over 10000+ units of liquer in reserve and unleashes them to WM. Without this "price dumping" option, Victoria loses a great economical element.
 

Derek Pullem

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Ok - understand now. And I disagree (not that that matters but just for the record :) )

If you go back to 1.01 then a small surplus in production over demand will drive the prices down to low stop. Availability will rise to 9999 and stop. The key factor is stock on the WM

1.02 replaced this with the key factor being the imbalance in supply and demand. WM Stockpiles still exist but have no real impact on price.

The problem with both of these approaches is that the stockpiles of goods never rot or rust or become obsolete. The cost of maintaining these stockpiles is also not factored in. To use an analogy in a business that I am familiar with, oil production is affected by stockpiles but the maximum stockpile is only around 90 days world production. Excess production above this stockpile cannot occur as there is no storage available. Providing the amount in storage does not change the price of oil will remain constant.

My preference would be to lower the max WM stockpiles for many goods and to introduce a "wasteage factor" into the stockpiles. Plus allow the player to set sell orders of x per day rather than all the goods on the same day. This would allow a player to manipulate the market somewhat instead of just crashing the price on one day. But I don't think it'll make it to 1.03
 
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Good ideas, Derek. The way how WM worked/or actually didn't work in 1.01 was awful, only fun thing that i found was before mentioned "price dumping". in 1.02 WM is better, but as you said, this whole complex system is too easy in reality. It has no rotting/or storage modifiers, i belive that when these new modifiers are introduced Victoria archieves a new level, because then it could be named a serious economy management game, without any "but's...". Right now,all this WM part is only confusing and complex to beginners, but in reality it lacks needed depth.
I really hope that paradox manages to improve things!
 

Freebot

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1.02 replaced this with the key factor being the imbalance in supply and demand. WM Stockpiles still exist but have no real impact on price.

Shouldn't a WM stockpile be counted as supply? Say that the demand is 10, the supply is 5, and there is a stockpile of 9500 on the WM. I'd say the price should stay low until the WM runs out. I.e. the existence of a WM stockpile means that the good is readily available.
 

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If I read the above correctly, what was mentioned was adding a decay element to the stockpiles and allowing the player to set an amount to be sold per day.

What I am suggesting/asking is whether WM stockpiles should have a negative effect on prices. Given identical supply and demand conditions, prices should be lower when a large stockpile exists versus when the stockpile is low or nonexistent.

Also, it should not be possible to build up a 9000 good stockpile and then dump all on the WM at a high price. If you tried to do this IRL, the price would decrease as you sold the product. This could be simulated in the game by placing some hard limit, say 500, on the amount of a good a nation could sell per day.

Edit: A better idea might be to base the maximum selling rate on your daily production. Of course, there should be some minimum rate so that you could sell goods that you do not produce.