• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

ostsog

Recruit
19 Badges
Mar 9, 2015
1
0
  • Europa Universalis IV: Cossacks
  • Europa Universalis 4: Emperor
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Snowfall
  • Cities in Motion 2
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II
Short summary of your issue
Competitive share

Game Version
1.2.7

What OS are you playing on?
Windows

Do you have mods enabled?
Yes

Have you tried verifying your game files?
Yes

How much "pain" is this causing you?
6

Please explain the issue you experienced in the most condensed way possible
The game calculates the competitive share of a trade route wrong. It sums all the competitivness of all trade routes of one good, but to calculate the share of one good, it takes the BASE compatitiveness of each route or to be more precisely it misses out the age of trade route.

That alone wouldn't be too bad, but if desired im-/exports exceed potential competitive share comes into play. Then the shares won't sum up to 100% and you can't im-/export as many goods as you normally would market-based.

One example: I played United States and had a huge lack of dye. I imported it from Honduras, El Salvador, Guatemala and Bolivia-Peru. Some of these routes were years old, when my lack of dye resulted in a +75% price. When I wanted to import more, I noticed that the price for dye in all these markets were -75%. But no route was growing despite all making profits. So I found out that all had a competitive share of 10-16% and in sum 46% due to the false calculation. Because I have no further possibilities to import dye or to produce some, I just have to live with 75% ruining my clothes production.

Please explain how to reproduce the issue
1. Make a new trade routes of any good with a country (preferably with a good, that is not yet traded in any way)
2. Skip some weeks
3. Make one more trade route of the same good with another country
4. Go to your market -> trade routes -> group by goods -> go to the good
5. Hover over the amount of goods traded by the older trade route
6. Hover over the same value in the opened (first) tool tip (Units of *good* Traded: *amount*)
7. See the competitiveness in this second tool tip (usually 125 in 1836)
8. Hover (still in the second tool tip) over the amount of desired imports/export (depends on whether you made an import or export route. You can also see it by your markets name above)
9. You should the two trade routes. One with the base competitiveness (usually 125 in 1836) and one with a higher competitiveness

Reproduce the resulting problem is complex because it depends on many factors. My savegame unfortunatly uses mods (that don't effect trade).

Is there anything else you think could help us identify/replicate the issue?


I have attached a save game
No

Upload Attachment
File(s) attached
 

Attachments

  • 1.png
    1.png
    624,3 KB · Views: 0
  • 2.png
    2.png
    637,2 KB · Views: 0
  • 3.png
    3.png
    619,6 KB · Views: 0
  • 4.png
    4.png
    617,4 KB · Views: 0
Upvote 0