Victoria 3 | Monthly Update #10 | April

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dav77-b

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Yeah, true, those are suspiciously round numbers. I share your concern then, I hope it's not the case and it's just a temporary hotfix while the economy still needs balancing. At the least, the cap should be higher
The line is flat despite demand being higher than supply. So there is an obvious cap here.
The Devs have said they'd like allow price swings as large as is manageable. but their biggest concern is keeping the economy relatively stable. One of the first things I'm going to do is mod the range to the breaking point.
If the economic model can not handle free prices, it will mean that the model has a bad design.

Vic3 being a failed game confirmed.
Warfare scrapped for economy, economic model not even working at all.
 
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dav77-b

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You realize Vic2 had basically the exact same system, right? There was a base price and a min and a max. Please stop the hyperbole.
And that was really bad.
Dont defend shitty concepts because of blind loyalty.

We are now 10 years later. Still same shit. That is just bad.
 
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GrafKeks

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The line is flat despite demand being higher than supply. So there is an obvious cap here.

If the economic model can not handle free prices, it will mean that the model has a bad design.
Disbanding floor was done in some Vic 2 mods. I do prefer free prices, as well, as that increases substitution pressure.
Vic3 being a failed game confirmed.
Warfare scrapped for economy, economic model not even working at all.
Nahhhhhh, sorry for being invalidating, but you're over-dramatizing big time. The base mechanics are far more important price bounds can be removed in mods. I do think that the shortage-system will partially emulate prices which would cause bankruptcy.

Edit: I do agree in price bounds being not good, though. It's just rather unimportant compared to market-market interactions which look pretty awesome so far, especially since modding in market-market mechanics issuper hard. Changing modifiers or defines, easy ( independent of the fact that the precise effect of change not so easy to guess, the better the game the harder even, as systems-interaction )
 
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FryFroFella

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With all the custom unions, convoys and changing supply demand is it possible to cause a genuine famine for the enemy that has the potential to kill a large portion of their population? can the ai do the same thing to you? (please say yes)
It should be, famines were a massive issue at the time, especially because the decline of subsistence farming in favor of cash crops and (un)employment on privately owned farms tied hundreds of millions of people previously able to feed themselves into dependence on international agricultural markets. This led to several famines, some with tens of millions of death, everywhere from Brazil to India. These famines were also heavily utilized (both indirectly and more directly) for colonial expansion of great powers, big examples being Italy in Ethiopia, Britain in Egypt, and the Dutch in Indonesia. In many cases the famines of the late 19th century were the biggest (though not isolated) factors in securing european imperial control of much of the world, and especially in the globalization of agricultural markets.

Thinking about doing a long post about this with sources and examples.
 
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dav77-b

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Disbanding floor was done in some Vic 2 mods. I do prefer free prices, as well, as that increases substitution pressure.

Nahhhhhh, sorry for being invalidating, but you're over-dramatizing big time. The base mechanics are far more important price bounds can be removed in mods. I do think that the shortage-system will partially emulate prices which would cause bankruptcy.

Edit: I do agree in price bounds being not good, though. It's just rather unimportant compared to market-market interactions which look pretty awesome so far, especially since modding in market-market mechanics issuper hard. Changing modifiers or defines, easy ( independent of the fact that the precise effect of change not so easy to guess, the better the game the harder even, as systems-interaction )

I agree that mods will fix the biggest issues. I just ain't get why paradox is so obviously eager to fail at such simple design choices for vanilla.
 
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GrafKeks

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I agree that mods will fix the biggest issues. I just ain't get why paradox is so obviously eager to fail at such simple design choices for vanilla.
Base allows for better balancing, if the additional time is spent on core mechanics, then it's worth it.
 
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If the economic model can not handle free prices, it will mean that the model has a bad design.
Once again people seem to forget that Victoria 3 is a game and not an academic model. The behavior of the mechanics and system models should be facilitating the desired design choices of the developers and the core gameplay loop above all else. If the model is not doing that - for instance, if a economic model without price caps is causing price fluctuations that make economic management unfun or have consequences on other systems that make them not act as the developers want in terms of game behavior and the gameplay loop - then it is a bad model and the model needs to be changed to better suit the desired behavior of the systems.
 
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dav77-b

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Once again people seem to forget that Victoria 3 is a game and not an academic model. The behavior of the mechanics and system models should be facilitating the desired design choices of the developers and the core gameplay loop above all else. If the model is not doing that - for instance, if a economic model without price caps is causing price fluctuations that make economic management unfun or have consequences on other systems that make them not act as the developers want in terms of game behavior and the gameplay loop - then it is a bad model and the model needs to be changed to better suit the desired behavior of the systems.
A 50% price cap will cause massive balance issues. Like you can produce only refined goods while only producing a trickle amount of raw goods to avoid the 0 supply penalty.

And then imagine a 25%/50% (?) Bottom price cap in a game where you boost your productivity by an enormous margin.

I can not imagine how this is helping gameplay unless the model is really flawed.
 
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I can not imagine how this is helping gameplay unless the model is really flawed.
It's very understandable that you can't imagine how this helps gameplay, because you like me are not a developer who has been iterating and testing the game for years and haven't seen the underlying mechanics of how the game functions yet.
 
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A 50% price cap will cause massive balance issues. Like you can produce only refined goods while only producing a trickle amount of raw goods to avoid the 0 supply penalty.

And then imagine a 25%/50% (?) Bottom price cap in a game where you boost your productivity by an enormous margin.

I can not imagine how this is helping gameplay unless the model is really flawed.
Your raw goods will have to be more than a trickle to avoid the supply penalty.
 
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105marc

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Victoria is the most advanced simulation on society, is it to give an extension to CKIII? A lot of people will be captured by this game, will you take the opportunity to make messages concerning the conditions of what we are currently experiencing?