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I'm Lazy.
Dec 12, 2002
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Originally posted by Sytass
Ok, let's have a look at the perfect trade model:

You produce goods and sell them to the highest bidder. So far so good. Your POPs buy from the cheapest provider. Production costs will differ for goods in each country, and so will the available cash. Now, you plot for every of the thousands of POPs every day from where they buy their goods, comparing all the prices for all the POPs respectively. Don't forget to factor in trade policies, shipping distances, tarriffs, subsidies, embargoes, blockades....

...and then I dare you to program it and have it run at reasonable speed.

I hardly think an Afghan peasant would buy grain from England just because it was dirt cheap... :)

But I agree with the poster above me, at least some feature to give goods to my allies would have been nice...
 
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Originally posted by DonkeyPunch
If your allies need goods, can't you just give them money and let them buy it themselves?

Who are they gonna buy it from if their prestige is low? Besides which that's a) unrealistic and b) painfully slow. Why shouldn't we just be able to give/trade them the resources?
 

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Originally posted by Richard Hakluyt
Piedmont-Sardinia is the state that ultimately becomes Italy. Clearly a supply of fashionable clothing is required to meet that aim :)

LOL. This clearly must have been the reason. The AI must also have been aware of my penchant for stylish duds. :D
 

Gwalcmai

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Don't know how it works in Victoria, but AFAIK in HOI you can set up a convoy to ship goods to your allies. It's not perfect (they are completely oblivious to the fact that you're helping them, and you don't get any payment for it) but you can at least help them out. Sometimes jsut making sure your ally doesn't get rolled over is payment enough.
 

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I think giving resources shoudl be fairly simple to implement, just put it in the trade screen (I give him 50 arty pieces or whatever)...

On Blockades, id like to think atleast 25% of trade is stopped in a complete blockade, so you take it percentage wise from that: EX: Full blockade, if they order 100 arty pieces they only get 25. EX: If I only blockade 1/5 of their ports, and they order 100 arty pieces, they only get 95...

again seems fairly simple to implement.

On embargo, If I embargo a nation, say france as germany. The amount of steel on the WM for them is simply less availible and at a higher cost due to higher demand. So if there are 500 steel units on the market, and 400 are Germany, I embargo, there are only 100 steel units left... and that is what it is taken from (so hypothetically, if they are 5th in prestiege and all over nations want steel, they wouldn't get to buy any)
 

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Seems like good suggestions. Of course, I have no idea if these are implementable into the game or not...
 

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As much as I would also like to see a much more detailed system. Can you imagine how much CPU it would require for every nation, every day to check every other nation for its individual trade preferences?

150 + countries, how many resources? Lets say 15.

150 * 15 * 150 = 337,500 checks for availability and price every day.

And I think there are more then 150 countries, and more then 15 products. On the other hand I'm sure theres a bunch of short cuts... but still, it'd be a ton of processor devoted to JUST maintaining daily trades.
 

swilhelm73

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Well, I tried playing as Prussia in the GC a couple of times with auto trade turned on...and each time it would put me furiously into debt...

So, I tried turning it off, and while I'm still running a debt at the start of 1837, it seems within the realm of being reasonable.

This does introduce rather a fair amount of micromanagement though - and perhaps more importantly ALOT of guess work...

If I'm doing a better job of managing trade then the AI at this point, which I can't say for certain I am I suppose, the autotrade function is seriously broken.

This further complicates things, because obviously every AI country is using autotrade.
 
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Apollon

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whyamihere, you're not alone with your thoughts. while the internal economy of victoria is wonderful, the economic interaction between countries leaves much to be desired. imperialism 1 (and 2) had such nice trade features. i can't see how it would have been hard, or even detrimental to gameplay, to have them in victoria too.
 

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Apr 10, 2003
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Backfire said:
Can someone give me an idea how to start trade how should it look what should you buy and how much and vica verica...and is there a goodway to tell that ingame...


well my advice might not be what others would agree upon.
i let the game roll for 1 day which will put an asterisk next to each item you are produceing from rgo's and the factories that you have the needed resources for.
from there while hovering the pointer over the commodity on the world market it will give you a detailed listing of that commodity for your empire\nation
ie; maybe iron ore which is needed for many processes in the game it will say your current situation with the resource
stockpile: 20.33
producing: 6.66
used: 2.51
need:2.51
price 16.22£
========
then a list of what provinces are produceing this material and how much they are produceing.

i then set up my sells and buys depending upon what is needed for my economy, then i go in and make sure i am set on purchase x amount of machine parts and other needed materials, ie regular clothes furniture glass (if i am not produceing any or enough if i have factories that require it, precious metals for the need that they have in the game for upgradeing pops, and since it should appear shortly after your first couple of colonies appear this will help you in attaining them. paper until i get my paper factories up and running,

hope this helps somewhat.
 

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in which way are you getting money under 100?

in daily income? or in total cash reserves? if in the later that is bad. i would see what starting industries you have and then see which areas have multiple factories in them and if one or all are not filled to max size see which is more profitable and most important.
I don't know which country so can't look into it more myself. But a daily profit of under 100£ to start is not all that bad, if loseing money well there are a couple of ways to handle that depending upon who you are. Ie a good chunk for Russia 108 i believe at the start of the game (GC) is going towards naval maintainence, lowering the slider for naval Maintainence will increase your income there by about 95-98 a day if you go all the way to minimum, can always increase later as needed when wars break out, ships seem to regain strength in port at a relatively decent level, and if you are going to war against a country with a minor fleet, depending upon what your fleet is you might not need full maintainence even for war. other options are lowering the crime budget, well after looking at it for awhile this may not be the preferred way to go, having crime in each area of the empire is not pretty esspecially when revolts start to occur.
The defence budget seems to be an option if you have a large amount of pops and a starting number of available manpower in the positive leel, but if in the negatives means will take much longer to fully get to a point of building new units without hurting your economy when you do so.
 

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I have allowed the computer to handle trade and then "tweak" it to get needed goods. But the computer ignores my changes and just continues to sell everything.
I repeatedly tell it to buy artillery, and everytime I go back to check it, I am selling my arty again.
 

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Cambronne said:
I have allowed the computer to handle trade and then "tweak" it to get needed goods. But the computer ignores my changes and just continues to sell everything.
I repeatedly tell it to buy artillery, and everytime I go back to check it, I am selling my arty again.

turn off the autotrade it is really not helpful, or if you want to use it for certain commodities make sure to click the box on the left side of the screen next to the commodities that you want to handle yourself to turn it off should be black\gray in there this way. and always when you modify a trade click confirm or it will not take effect.
 
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Mellow said:
in which way are you getting money under 100?

in daily income? or in total cash reserves? if in the later that is bad. i would see what starting industries you have and then see which areas have multiple factories in them and if one or all are not filled to max size see which is more profitable and most important.
I don't know which country so can't look into it more myself. But a daily profit of under 100£ to start is not all that bad, if loseing money well there are a couple of ways to handle that depending upon who you are. Ie a good chunk for Russia 108 i believe at the start of the game (GC) is going towards naval maintainence, lowering the slider for naval Maintainence will increase your income there by about 95-98 a day if you go all the way to minimum, can always increase later as needed when wars break out, ships seem to regain strength in port at a relatively decent level, and if you are going to war against a country with a minor fleet, depending upon what your fleet is you might not need full maintainence even for war. other options are lowering the crime budget, well after looking at it for awhile this may not be the preferred way to go, having crime in each area of the empire is not pretty esspecially when revolts start to occur.
The defence budget seems to be an option if you have a large amount of pops and a starting number of available manpower in the positive leel, but if in the negatives means will take much longer to fully get to a point of building new units without hurting your economy when you do so.

Total money is always under 100 and income usally always under 0