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Fallofthepurple

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On that note, there really needs to be stockpiles for non-perishable goods, especially ones with industrial or military uses. Small countries will need to set up discreet trade routes for each key good they don't produce themselves, so being able to build up a stockpile of, say, small arms or coal over time would be much better for them than needing to trade for their daily needs all through a war.
Vicky 2 had stockpiles and i would be surprised if they dont return. It should be important to stock up on ammo and guns before the big war.
 
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nuarbnellaffej

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Speaking of simulation, i wonder if unsold goods are still dumped into the ocean to never be seen again like in Vicky 2, because that was a massive issue with the economy
IIRC the pop demand mod(PDM) addressed this issue through a number of balancing techniques, most significantly by gradually increasing the demand for goods as the game progressed. In vanilla the issue of overproduction was very pronounced late game.
This has been my understanding too. Since private business will try to maximize profit theyll also cut down on costs as soon as they need to which probably includes wages, hence: if the price of the produced good drops so do the wages.
I’m curious to see how the control of wages will work. In V2 (IIRC[also I played PDM]) laborers, clerks, and capitalists would get a predefined and static share of the revenue/profits. If factory owners can raise or lower wages payed, how will they do so? Or more specifically what criteria will they use to decide what wages to pay and way will be the consequences.

Assuming it can actually be done right, it would be really fascinating to have certain industries become uncompetitive in certain regions after their wages raise too much higher than foreign competition(early industrial operations like textiles come to mind).
Vicky 2 had stockpiles and i would be surprised if they dont return. It should be important to stock up on ammo and guns before the big war.
I always set my important resource stockpiles to max(2000), but for most goods they would fill pretty quickly, and would definitely be too small to absorb much over production long term.
 

Rhel

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I’m curious to see how the control of wages will work. In V2 (IIRC[also I played PDM]) laborers, clerks, and capitalists would get a predefined and static share of the revenue/profits. If factory owners can raise or lower wages payed, how will they do so? Or more specifically what criteria will they use to decide what wages to pay and way will be the consequences.
If I understand it correctly wages will be determined by capitalists paying as little as possible while maintaining the workforce. Which would mean we'd have sort of a marginal productivity thing going on. Presumably with the ability to set a floor via minimum wage.
 
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kamata89

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One element that I would like to see are large companies and concentrations of capital, which can be both public and private, the same company could own steel mills, shipyards and artillery guns.
This economic power could be used to gain political power through interest groups and direct economic policy to make them even richer.
a system of companies above the factories could also give a flavor of competition, for example I invent automobiles various companies that produce cars are born, which will begin to play the internal market by fighting each other.

sorry my english: D

I add:
I hope that some goods can be accumulated by pops and this changes the demand for goods by pops, for example cars.
The demand for non-consumable goods should also be given by the degree of saturation of the good.
 
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nuarbnellaffej

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for example I invent automobiles various companies that produce cars are born, which will begin to play the internal market by fighting each other.
The main issue, is that there would be little room for these companies to actually differentiate themselves from the competition, since within the game “cars” or more accurately “automobiles” would all be the same, hence two units of cars produced by factory A, would be the same as two units produced at factory B.

With differing wages, access to resources and access to transport infrastructure perhaps there would be some room. But that’s not something I see happening in the base game unfortunately. Maybe some the like it will with an expansion though.
sorry my english: D
No worries, it’s perfectly understandable.
True. If we don't want this game to be dumbed-down mobile game nonsense it is strictly necessary that the supremacy of tea over lesser drinks is accurately portrayed!
Ahhhhh yeaaaaa about that..., coffee takes tea out behind the shed and puts it down like poor ‘ol Yeller.
 
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Rhel

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The main issue, is that there would be little room for these companies to actually differentiate themselves from the competition, since within the game “cars” or more accurately “automobiles” would all be the same, hence two units of cars produced by factory A, would be the same as two units produced at factory B.

With differing wages, access to resources and access to transport infrastructure perhaps there would be some room. But that’s not something I see happening in the base game unfortunately. Maybe some the like it will with an expansion though.

No worries, it’s perfectly understandable.

Ahhhhh yeaaaaa about that..., coffee takes tea out behind the shed and puts it down like poor ‘ol Yeller.

Agreed, competition between companies would be an interesting element, but probably hard to do and somewhat out of the scope of the game's focus on macroeconomics.

As for the coffee, you are forgiven for your bad opinion and I trust you will be redeemed in time. :)
 
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Bergest

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I really like what I am seeing so far and I'm glad that they are actually improving upon the economy instead of dumbing it down. Especially things like the regional markets are a great addition!
 
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Meanmanturbo

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Speaking of simulation, i wonder if unsold goods are still dumped into the ocean to never be seen again like in Vicky 2, because that was a massive issue with the economy
Hmm, just had a thought. What if it works in a way that the actual goods don't exist and move arround? What your buildings and industries and trade deals do is only alter the supply and demand? So there are no goods moving back and forth, you are only altering the prize levels? Personaly I would be fine with that since it sound like an elegant and computaionally efficient system. Just speculation though.
ut the vickynomics thing said price is EVERYTHIG.
 
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nuarbnellaffej

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Hmm, just had a thought. What if it works in a way that the actual goods don't exist and move arround? What your buildings and industries and trade deals do is only alter the supply and demand? So there are no goods moving back and forth, you are only altering the prize levels? Personaly I would be fine with that since it sound like an elegant and computaionally efficient system. Just speculation though.
ut the vickynomics thing said price is EVERYTHIG.
I doubt the goods will *actually* move around the map ala HOI3 supplies, but are more likely simulated with modifiers and such. So say before a given port had 10 units of goods throughout, then you upgrade it and now it’s 20, your market will gain access to 10 additional units of shipment to and from other markets without the goods being physically represented on the map. That’s my thought anyways.
 
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Meanmanturbo

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I doubt the goods will *actually* move around the map ala HOI3 supplies, but are more likely simulated with modifiers and such. So say before a given port had 10 units of goods throughout, then you upgrade it and now it’s 20, your market will gain access to 10 additional units of shipment to and from other markets without the goods being physically represented on the map. That’s my thought anyways.

Yes, but I was thinking more of the "unsold goods beeing dumped into the sea". There being no unsold goods, just price fluctuations.
 

nuarbnellaffej

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Yes, but I was thinking more of the "unsold goods beeing dumped into the sea". There being no unsold goods, just price fluctuations.
I don’t think that’s the case, I’m pretty sure there will be a discrete amount of goods produced by manufacturers and a discrete amount of goods bought by consumers.

Hopefully the system will be better balanced this time around with enough latent demand that massive surpluses aren’t a problem. The problem with the older system imo is that it was too rigid, and demand for goods would spike massively, then fall to almost nothing for a few months/years, then spike massively again etc..
 
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Fallofthepurple

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Hopefully the system will be better balanced this time around with enough latent demand that massive surpluses aren’t a problem. The problem with the older system imo is that it was too rigid, and demand for goods would spike massively, then fall to almost nothing for a few months/years, then spike massively again etc..
Massive surpluses are something that can happen as a result of regional markets. Since you can flood a market to destabilize prices.
 
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nuarbnellaffej

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Massive surpluses are something that can happen as a result of regional markets. Since you can flood a market to destabilize prices.
That remains to be seen since throughout between markets is going to be bottlenecked by transport infrastructure. Overproduction was borderline game breaking in vanilla V2, with world production of certain goods outstripping world consumption multiple times over of not more by late game(memory on that is fuzzy after using PDM for most of my play through).

Using your production maliciously to smother a smaller rivals industry would be something else entirely(in a good way).
 
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Jakius

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I'm curious whats meant by "subsistence worker" . Depending on how it goes, it could be amazing or cause a lot of a problems.

When hear the term, I'm thinking small farmers producing most their needs themselves and adding little to export, so not adding much to a central government beyond a little tax and a potential pool of conscripts. As the 19th century marches on, they become the pool of labor for either factories or mechanized agriculture. This seems like a good basic framework to start with but its hiding a lot of differences. For example, are we treating the Indian or Chinese villager the same as the relatively urbanized English small holder? What about the Lakota, Yakut and Amazonian tribes only starting to engage the industrial world? Hell, you could probably count the small Kentucky farmer as subsistence! Each of these doesnt add much to the global economy now, but each has a very different set of rights and responsibilities to the state/player. Add to that your more mechanized rural labor force which has its own set of cultural and political questions; slavery and serfdom were perhaps the defining social issues of the ra, and on top of that you have various colonial people getting pressed into the service of industrial empires

I'm hoping we'll see some interaction with culture so rural people's rights and abilities vary by culture and state. This would allow different groups in a country to play mechanically the same but vary in how much trouble they are to keep happy, how easy it is to move or industrialize a population, and how easy it is to recruit/draft them into the military. Culture would be an easy way to split up rights, but it might require some kludging when you have two groups of peasants in the same culture with very different rights. Russian serfs v free peasants, for example.
 

Will Steel

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It could certainly impact POP growth; at least in PDM it did.

That's actually a very good way to portray it - areas struggling with famine grow very slowly, even though population doesn't decline in the overall long term.
 
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