Petition: Don't remove supply and demand

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Druplesnubb

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I want to keep supply and demand; and I especially don't want it replaced by a dumbed down system made to soothe the casual players who don't want to think when playing. So signed.

Dumbing down trade prices is also really annoying. Now you are railroading it by only having prices change through events whereas previously prices depended on supply and demand, which is far more realistic. And it isn't like the old system was obscure and hard to understand: The game files clearly stated what effected the price of a good in what way, so again it comes down to dumbing down the game to soothe casual players who don't want to make an effort and actually think when playing.
Yes, clearly you should check the gamefiles if you want to know what's going on in your game. Your post is like a checklist of things people say to defend pointless overcomplicated systems that don't actually add anything to a game.
 

Moranic

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I as an experienced EU4 player never even knew that there was a Supply/Demand system in place. I thought it just changed depending on the date. I never ever check the supply and demand for things, nor do I see a reason why I should. It's just extra calculations nobody really cares about. Doing it via events raises just that little bit of awareness that makes you react to it, so I think this change will engage players to do more stuff with trade.
 

oblio-

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The new system won't have an impact either. So again, why change it?
1. Because arcane systems don't benefit new players, especially when they discover that what they learned is of no real value.
2. Because it probably speeds up the game (as far as I remember only the terrain changes mentioned in this dev diary don't impact performance).
3. Because it is another thing for developers to take care of as far as programming and testing are concerned.

Point 1 is incredibly important. Many people feel that EU4 is such a superior game because of its arbitrary complexity. They could more or less reduce the game to about 20 concepts and the game play wouldn't change at all.

Time itself (as a resource)
Daily intervals (for combat, travel time, conversions, constructions)
Monthly intervals (for resources)
Modifiers (for resources of any kind and combat)
Monarch points (resource)
Cash (resource)
Envoys (ambassadors, merchants, colonists)
Relations (resource, see envoys)
Over extension (see monarch points and daily ticks)
Aggressive expansion (see relations)
Manpower (resource)
Standing army (resource, see manpower and cash)
Combat (roll dice, see modifiers)
Provinces (see resources, except monarch points)
Casus belli
Truces (see time)
Subject countries
Allies

Something like this. After actually understanding many concepts in EU4 my conclusion is: cool game, now get rid of the 30-40% crap that doesn't matter at all and only add it back when it actually does something.
I'm all for allowing modding if they remove stuff, but it's their call.
 

dharper

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I'm fine with removing supply and demand. It was a good idea, but in practice it hadn't worked well. It's far too complex for the average player, and because it was complex, it frequently became quite ahistorical. Having set prices with the ability to modify them with events sounds like it would be easy to mod and easy for players to grasp.
 

ghengilhar

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The problem with supply and demand is that is a feature that isn't very well explained so most of the players dodn't care about it.

This was always it for me. You see what affects the prices and by how much but they are so vague you don't get a grasp on what's really going to happen.
 

the cool guy

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And also its development priority is questionable against more pressing demands such as the 900 (!) extra provinces in the world.
I, for one, like 90% of the features announced so far in AoW. Insta-buy!

I like 90% of the features. The 10% are terrible. Also the map rework was done by modders. They still spent time on optimisation however it's way less work than making the map rework yourself.

I really think people should wait and see if this has any impact whatsoever on your game before you complain about it.

If it's in the release chances of it being removed are very low.

2. Because it probably speeds up the game (as far as I remember only the terrain changes mentioned in this dev diary don't impact performance).

It only does monthly calculations whereas province lag is daily so optimisation does not really make sense.
 

PeterCorless

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This was always it for me. You see what affects the prices and by how much but they are so vague you don't get a grasp on what's really going to happen.
This to me was a failure of the UI, not the underlying system.

There could easily have been improvements of the Trade pages in the Ledger. For instance: including historical change-over-time graphs for prices, so you can watch people go nutty for nutmeg.

The extreme irony I found in the DD was how they showed a Triangle Trade event, when we all know that it is clearly impossible for trade in EU to follow a triangular path! :D
 

the cool guy

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The extreme irony I found in the DD was how they showed a Triangle Trade event, when we all know that it is clearly impossible for trade in EU to follow a triangular path! :D

The fact that the system can't represent the biggest trade route in EU4 era is actually pretty funny and really sad at the same time.
 

atwix

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i didn't read the thread, but i never even realized there is a supply and demand for trade goods in this game..

The first posters assuming most players don't even know are right. Is the mechanic exploitable? If it isn't, who cares :p

Sorry, /sarcasm off :)
 

Wagonlitz

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Yes, clearly you should check the gamefiles if you want to know what's going on in your game. Your post is like a checklist of things people say to defend pointless overcomplicated systems that don't actually add anything to a game.
Well you could also look at the trade goods ledger page where you got some information including the current supply and the current demand level; or you could hover over trade goods in a province. Furthermore several mechanics cannot be fully understood without going through the files. Is it also bad that you have to go through the files to find out what triggers certain events?

It's far too complex for the average player, and because it was complex, it frequently became quite ahistorical.
And fixed prices only varying with events is more historical? Furthermore why should we cater to casual gamers? They don't really want to play complex games like PDS games anyway, so there is no need to dumb down the game. PDS cannot compete for the casual gamers anyway, since they most likely would get bored with grand strategy games.
 

Baron Baron

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There is no need to simplify the system Paradox! You make games that break the mould of dumbed down angry birds esque monotony. A complex supply and demand system is fine. The simple price of the goods is available via the ledger for people who want it.
 

Wagonlitz

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There is no need to simplify the system Paradox! You make games that break the mould of dumbed down angry birds esque monotony. A complex supply and demand system is fine. The simple price of the goods is available via the ledger for people who want it.
Or even in the province window when hovering over the good.
 

Ruwaard

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+1, the supply demand system was great and dynamic whhile still staying realistic.

Wait, people really didn't understand the supply and demand system? It says what increases the supply and the demand right on the tooltip. It was a fun mechanic that they kinda broke in EU4 so now they're replacing it instead of fixing it. I don't think there's anything wrong with what they're changing it to, but I liked the fluidity of the supply and demand system more. I really enjoyed in EU3 how iron and copper where cheap early in the game but by late game with massive armies they were some of the most expensive goods in the world.

Honestly I can't imagine anything the new system will be able to do that the old one couldn't with a bit of tweaking, but if paradox wants to make the prices easier to understand that's their prerogative. I'm an economics nerd so I love looking at the supply and demand and seeing why things cost as much as they do, but I guess not a lot of other people do.

I want to keep supply and demand; and I especially don't want it replaced by a dumbed down system made to soothe the casual players who don't want to think when playing. So signed.

Dumbing down trade prices is also really annoying. Now you are railroading it by only having prices change through events whereas previously prices depended on supply and demand, which is far more realistic. And it isn't like the old system was obscure and hard to understand: The game files clearly stated what effected the price of a good in what way, so again it comes down to dumbing down the game to soothe casual players who don't want to make an effort and actually think when playing.

I agree with all three. I'm not in favour of dumbing down.
 

Druplesnubb

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And fixed prices only varying with events is more historical? Furthermore why should we cater to casual gamers? They don't really want to play complex games like PDS games anyway, so there is no need to dumb down the game. PDS cannot compete for the casual gamers anyway, since they most likely would get bored with grand strategy games.
This has nothing to do with "casual gamers". This is about having a system that players will actually notice and be able to react to.
 

Wagonlitz

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This has nothing to do with "casual gamers". This is about having a system that players will actually notice and be able to react to.
But the current system was noticeable and something you could react to if you bothered actually make an effort. You were given data about supply and demand and what affected the price by how much from the province window and from the trade goods page in the ledger; if there then was something really specific you wanted to check---say finding everything which possibly could effect the price of slaves---you needed to look in the files, but you always have to do that for something really specific. So yes it was noticeable and something you were able to react to, so as far as I can see it is being dumbed down to soothe people who don't want to think about the game---i.e. casual gamers.