Any speculation on what game rule Martin is teasing? At first I was thinking it was the investment pool auto building, but that would also apply to plantations under agrariansism (I would think).
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My first thought was auto build. Not sure why they would make that a game rule though. But what else have people been clamoring for relating to factories that would make sense?
Any speculation on what game rule Martin is teasing? At first I was thinking it was the investment pool auto building, but that would also apply to plantations under agrariansism (I would think).
It makes total sense for it to be a game rule since it has an impact on how the game plays. Some people might want to keep total control, so why wouldn't it be a game rule?My first thought was auto build. Not sure why they would make that a game rule though. But what else have people been clamoring for relating to factories that would make sense?
Da Kazinky mode O///OFactories = on/off. It's genius!
The game has no buy order. That would be rather difficult to implement.Perhaps: factories can buy input goods before trade routes? That would be well received!
A game rule to turn off the inflated profitability of trade routes would be nice, yes.Perhaps: factories can buy input goods before trade routes? That would be well received!
No, because it's already implemented. In Victoria 3 goods aren't actual objects, they're statistics based on supply vs demand. Trade routes pay the average of starting and finished price, sometimes far lower than your own factories. The demand is still the same whether those goods are bought 'first' or 'last', and it even seems that the money paid to producers is the same.The game has no buy order. That would be rather difficult to implement.
Alternatively, just throw away the magic pricing for trade.Literally all you need to do is tell factories to not account for price changes associated with exporting trade routes. It's a simple fix, adding an extra price variable to be calculated that doesn't even need its own calculations. Just caching a single variable of pre-export good prices, and inputting that as replacing the input good cost.
Which is exactly what should be done, and should've been done during development. No point in trying to theorycraft how to fix a system that is broken, unnecessary and easily removable.Alternatively, just throw away the magic pricing for trade.