I think it is a positive thing that Paradox is still reviewing the game and making it clearer to understand (and not dumbing it down; as both the terrain stuff and supply/demand were never really in the player's influence anyway).
I will give you that there were some not fully known things with the terrain system, but much was known and there are other mechanics which aren't fully known; PUs are one of them---should they be removed to? The supply and demand was fully within the players influence.
This was removed for three reasons..
1) it had no impact that the player could effect.
So you are saying that there were parts of the system hidden from the game and the game files? Because otherwise you had full control over it and the player could certainly effect it. Lets just take grain since it is the first trade good in the files. So how would you not be able to influence the demand for grain? And when it comes to things like eastern resources you could very much influence their price; with the introduction of trade companies the conga line became feasible again and I have earned huge sums from controlling the trade of eastern resources. How is that not the player effecting the impact of the system?
Code:
grain = {
base_price = 2
supply = 0.4
max_demand = 5
demand = {
modifier = {
factor = 1.05
has_building = armory
}
modifier = {
factor = 1.05
has_building = training_fields
}
modifier = {
factor = 1.05
has_building = barracks
}
modifier = {
factor = 1.05
has_building = regimental_camp
}
modifier = {
factor = 1.05
has_building = conscription_center
}
modifier = {
factor = 0.5
trade_goods = fish
}
modifier = {
factor = 1.05
owner = { has_idea_group = quantity_ideas }
}
modifier = {
factor = 1.5
is_looted = yes
}
modifier = {
factor = 1.25
owner = { is_at_war = yes }
}
modifier = {
factor = 0.9
owner = { NOT = { stability = 1 } }
}
modifier = {
factor = 0.9
owner = { NOT = { stability = 2 } }
}
modifier = {
factor = 0.9
owner = { NOT = { stability = 3 } }
}
modifier = {
factor = 1.1
owner = { stability = 1 }
}
modifier = {
factor = 1.1
owner = { stability = 2 }
}
modifier = {
factor = 1.1
owner = { stability = 3 }
}
}
}
2) most did not even know about it..
And how is it the fault of the game that some people don't want to learn the mechanics? It is not like the values were hidden after all. You could find the things which impact a certain good by hovering over that good in the province window and you could also find detailed data about the supply and demand in the ledger; perhaps also details about what influences it, but I haven't really looked at that ledger page for a long time so I am not sure about that.
3) it was a severe performance drain..
Well that is a proper reason and I accept that. Especially if it came down to the very good, improved province layout or the supply demand system then I think you made the right choice. Hopefully when people get better hardware a better economics system can be implemented again instead of the dumbed down system that is replacing the supply demand one.
i never ever saw this system ingame. It isn't included in the tutorials (is trade even in any tutorial?)
And how is that the fault of the game instead of your fault? It was clearly visible several places in game besides being clearly visible in the game files.
Does it even affect the income of trade much if you step in this game of supply and demand?
Do you know another way you can earn thousands of ducats a month from the far east? By using the supply demand system right (and using trade companies to reinstate the conga line) you could; it of course isn't the record sums of the ridiculous trade earnings thread, but it still were really significant sums.
its good they replace the old system, i never really understood the old one
And how is that not your fault?