This is a compilation of several suggestions I and other people made in different threads here and on Discord. I think it’s worth putting together to form a somewhat complete picture of how to kill several birds with one stone:
tl;dr In a helicopter view, it consists of the following:
Here in full:
As most people know, MAPI, introduced in 1.5, means that even with 100% market access, when a supplier and consumer are in different states, consumer pays more money than supplier receives, to introduce some logistic difficulties and incentivize organic industry concentration (e.g. steel mills being put not that far from iron and coal sources). While this is a welcome addition to the game, there is a significant problem in this. Where IRL the difference in prices would translate to profits for the companies that actually move the goods, in game it is simply deleted. Industries in one state produce 1000 units of wood that brings them £20000, industries in another state purchase those 1000 units of wood that costs them £25000, and the £5000 in between simply disappears. This is very undesirable from the economics point of view (especially in the V3 model, where money is supposed to be the only stored resource, not subject to arbitrary imbalances between creation and consumption).
I believe we can get rid of this problem with very minor added player complexity and computational costs, while solving several additional issues along the way.
As I said, IRL these losses are going to transportation companies. Well, let’s create those! The game already has a concept of buildings without capital investment needs, UCs and TCs, and a concept of building existing in (almost) any state, UCs. Let’s make another one that would scale automatically and exist everywhere to absorb the logistics costs as profits. I’ll call them trade posts (TPs), which might not be the best name for urbanized areas, but TC is taken and I couldn’t come up with a better one.
They should turn ugly money destruction into a much more reasonable process: the TPs should take transportation as an input resource and should pay wages (and the consumption of traders on those wages would be a much more natural money sink that would properly benefit the economy in comparison to deletion). Only when the TP is understaffed or when there's an infrastructure deficit, should some money be totally lost. There might be some counterintuitive behaviour when MAPI improves and suddenly TP profits drop, but I think this should mostly be offset with increased possible volumes (as the industries become more profitable), and if not, some added MAPI granularity will help making this more gradual to avoid sudden trader SOL drops (it’s not gradual enough now anyway, from many points of view).
How do we calculate total TP profits, without checking what goods go where, which is computationally impossible? Easily, we just calculate the losses compared to market price, and let the losses and subsequent profits remain local. So in a two-state example with 1000 wood moved, if there is a wood market price of £22, and the wood is actually sold at £20 and bought at £25 (at 100% MA), the traders in the selling state get the £2000, and in the buying state – £3000 (before deducting transportation costs).
Now what we need is transportation supply before railroads are introduced. In fact, 1.5 has already added transportation output for all transport PMs, including the early game, pre-railroad one. Although I do think it would make bigger sense if those consumed horses, and there would definitely need to be more output.
I think this game has long needed horses, and now it’s finally time to add them. For most countries, subsistence farms output of horses should be more or less enough, but for extreme situations we should add a horse ranch building taking an arable land slot.
Apart from UC’s horse carts, horses should be consumed by most barracks in different amounts (possibly in infantry for wagon trains, likely in artillery for artillery transportation, definitely – in cavalry for everything cavalry-related).
There can be different approaches to possible TP PMs. I think they need to be mostly automatic, like TC ones (changed with tech and law progress) and be configured the way that they’d create a reasonably strong early game PB, especially in somewhat industrialized countries. Later, they could employ less shopkeepers and more capitalists.
What do you all think?
- get rid of MAPI-related money destruction
- strengthen PB
- stop cavalrymen from going into battle on foot
- make transportation demand more significant and less prone to low-supply irregularities
tl;dr In a helicopter view, it consists of the following:
- adding horse ranch building and a possible horse output for some subsistence buildings (the way they make clothes and such now)
- adding horse input for "personal transportation" UC PM
- adding horse input for barracks
- starting calculating MAPI-related losses for all industries (it's not computationally expensive if you're smart about it)
- adding an organic “trade post” building, automatically existing in every state. It would employ shopkeepers and use transportation the same way TCs use convoys, and would grow with internal trade growth without capital investment the way TCs do. MAPI-related losses should be profits for the employed shopkeepers and capitalists. Size should scale to provide reasonable income by shopkeeper employed
Here in full:
As most people know, MAPI, introduced in 1.5, means that even with 100% market access, when a supplier and consumer are in different states, consumer pays more money than supplier receives, to introduce some logistic difficulties and incentivize organic industry concentration (e.g. steel mills being put not that far from iron and coal sources). While this is a welcome addition to the game, there is a significant problem in this. Where IRL the difference in prices would translate to profits for the companies that actually move the goods, in game it is simply deleted. Industries in one state produce 1000 units of wood that brings them £20000, industries in another state purchase those 1000 units of wood that costs them £25000, and the £5000 in between simply disappears. This is very undesirable from the economics point of view (especially in the V3 model, where money is supposed to be the only stored resource, not subject to arbitrary imbalances between creation and consumption).
I believe we can get rid of this problem with very minor added player complexity and computational costs, while solving several additional issues along the way.
As I said, IRL these losses are going to transportation companies. Well, let’s create those! The game already has a concept of buildings without capital investment needs, UCs and TCs, and a concept of building existing in (almost) any state, UCs. Let’s make another one that would scale automatically and exist everywhere to absorb the logistics costs as profits. I’ll call them trade posts (TPs), which might not be the best name for urbanized areas, but TC is taken and I couldn’t come up with a better one.
They should turn ugly money destruction into a much more reasonable process: the TPs should take transportation as an input resource and should pay wages (and the consumption of traders on those wages would be a much more natural money sink that would properly benefit the economy in comparison to deletion). Only when the TP is understaffed or when there's an infrastructure deficit, should some money be totally lost. There might be some counterintuitive behaviour when MAPI improves and suddenly TP profits drop, but I think this should mostly be offset with increased possible volumes (as the industries become more profitable), and if not, some added MAPI granularity will help making this more gradual to avoid sudden trader SOL drops (it’s not gradual enough now anyway, from many points of view).
How do we calculate total TP profits, without checking what goods go where, which is computationally impossible? Easily, we just calculate the losses compared to market price, and let the losses and subsequent profits remain local. So in a two-state example with 1000 wood moved, if there is a wood market price of £22, and the wood is actually sold at £20 and bought at £25 (at 100% MA), the traders in the selling state get the £2000, and in the buying state – £3000 (before deducting transportation costs).
Now what we need is transportation supply before railroads are introduced. In fact, 1.5 has already added transportation output for all transport PMs, including the early game, pre-railroad one. Although I do think it would make bigger sense if those consumed horses, and there would definitely need to be more output.
I think this game has long needed horses, and now it’s finally time to add them. For most countries, subsistence farms output of horses should be more or less enough, but for extreme situations we should add a horse ranch building taking an arable land slot.
Apart from UC’s horse carts, horses should be consumed by most barracks in different amounts (possibly in infantry for wagon trains, likely in artillery for artillery transportation, definitely – in cavalry for everything cavalry-related).
There can be different approaches to possible TP PMs. I think they need to be mostly automatic, like TC ones (changed with tech and law progress) and be configured the way that they’d create a reasonably strong early game PB, especially in somewhat industrialized countries. Later, they could employ less shopkeepers and more capitalists.
What do you all think?
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