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Gray_Lensman

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World Economy Flawed v1.05 & v1.05b

Iv'e observed that German 1 to 1 Coal for anything else trades will work regardless of pre-existing 2 to 1, or 3 to 1 orders already established by AI countries. It is my understanding that the priority is supposed to go to the highest multiple offered first, and in case of ties, it then goes to the oldest bid/offer. Correct me if I am wrong here. I also tested this in the tweakpack v1.05b
 
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Gray_Lensman

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Originally posted by S. Klaus
Did the 3:1 and 2:1 trades not work (were red) but the 1:1 trades worked? Or were all the trades working?

Regards/
Klaus

I was originally using 3:1 and 2:1 trades, which were working normally for Germany, when I noticed that some accidental 1:1 trades would work. So I tested them. I found that I could corner the current turn's supply of Rubber, Steel, and Oil with nothing but new 1:1 Coal trades (as Germany of course), having eliminated the older 2:1, 3:1, etc. trades
 

unmerged(14078)

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Originally posted by Gray_Lensman
I was originally using 3:1 and 2:1 trades, which were working normally for Germany, when I noticed that some accidental 1:1 trades would work. So I tested them. I found that I could corner the current turn's supply of Rubber, Steel, and Oil with nothing but new 1:1 Coal trades (as Germany of course), having eliminated the older 2:1, 3:1, etc. trades

Are the 3:1 and 2:1 deals that the "ai" sets up working or are they red while your 1:1 deals are working?

If there is enough Rubber, Steel, and Oil on the world market you get them in 1:1 deals and that's perfectly normal.

Regards/
Klaus
 

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I always set my trades to 1:1

Whatever the AI-trades are, whenever there is more resources available then I need, I get my trades thru.

If I want to trade 50 Coal for 50 Ruber, if there is 50+ rubber on the market, my trade is honoured :)
 

Gray_Lensman

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Originally posted by 2Coats
Gray_Lensman,

When you cornered Rubber using 1:1, was the WM stockpile (at the top of the subscreen on the right of the screen, over 1000?

The top of the screen showed:

65 Oil, 470 Rubber, 313 Coal, and 55 Steel (0000 Jan 2, 1936)

I bid (as Germany)

1:1 65 Coal for 65 Oil
1:1 470 Coal for 470 Rubber
1:1 55 Coal for 55 Steel

These pre-existing foreign trades were still in effect.

3:1 150 Steel for 50 Rubber
3:1 150 Coal for 50 Rubber
3:1 120 Coal for 40 Rubber
3:1 60 Coal for 20 Rubber
2:1 4 Steel for 2 Coal
2:1 2 Steel for 1 Rubber
2:1 2 Steel for 1 Oil
2:1 240 Coal for 120 Oil
2:1 40 Coal for 20 Oil
2:1 20 Steel for 10 Oil
1:1 60 Coal for 60 Steel

At the start of the next turn (0000 Jan 3, 1936)

All my 1:1 orders were filled, (65 Oil, 470 Rubber, and 55 Steel confirmed on page 3 of the ledger) and none of the pre-existing foreign trades were red. I assume they were filled also.

This leads me to question just what do the numbers mean across the top of the World Market Menu? I assumed (maybe incorrectly) that these were the amounts of the resources available to be traded for that turn on the World Market.

If this assumption is wrong, then I would ask for a more definitive meaning of those numbers and what they actually represent as they are the only thing I can see to base your trade/orders on.
 

Steel

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Originally posted by Gray_Lensman
This leads me to question just what do the numbers mean across the top of the World Market Menu? I assumed (maybe incorrectly) that these were the amounts of the resources available to be traded for that turn on the World Market.

If this assumption is wrong, then I would ask for a more definitive meaning of those numbers and what they actually represent as they are the only thing I can see to base your trade/orders on.


The numbers at the top are what is already in the market. Orders will be fulfilled from:

1) what's already there (the top line summary)
2) all resources sold that day (ie the 470 coal and so on)
3) non-national trade (ie game adds resources)


In your example the market had something like this:
65 + 0 + 200 Oil
470 + 0 + 600 Rubber
313 + 1260 + 5 Coal
55 + 178 + 5 Steel
 

Gray_Lensman

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Originally posted by Steel
The numbers at the top are what is already in the market. Orders will be fulfilled from:

1) what's already there (the top line summary)
2) all resources sold that day (ie the 470 coal and so on)
3) non-national trade (ie game adds resources)


In your example the market had something like this:
65 + 0 + 200 Oil
470 + 0 + 600 Rubber
313 + 1260 + 5 Coal
55 + 178 + 5 Steel

OK, Thanks, that explains the discrepancies. Is there anywhere I can find the info on how much the game adds?
 
Mar 14, 2003
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What do you mean? Are you asking how to find out how the stockpile numbers at the top are generated?

I believe (MY Opinion) that those numbers are in part added/subtracted to by the trades ongoing a particualr state in time! Sounds logical to me. But I am not sure, plus I dont know what they start off at. Try starting a new game and seeing if the maths work out!
 

Steel

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Originally posted by Gray_Lensman
OK, Thanks, that explains the discrepancies. Is there anywhere I can find the info on how much the game adds?

That's the third number in the series I posted:

200 Oil
600 Rubber
5 Coal
5 Steel


The world market starts at zero in all resources. If you delete all starting trades and run the game to 00:00 2nd of January you will see this increase.

Then add one trade, say 2:1 Coal to Steel. This will display if any of the AI countries have added trades. Sometimes you can run it for 3 days before they add anything, each day at midnight you will see the increase above.
 

Steel

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Don't think there's any link 2Coats... Very simply the topline of resources is whatever is available for purchase and the 200/600/5/5 is what is added to the world market by "non-national" trades (ie a fudge factor representing sales of corporate stock etc). Just a couple of fixed numbers chosen for game balance :)
 

unmerged(18738)

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Steel,

Why in '36 is steel (hehe) such a low commodity? It struggles for 1 - 1.5 years and then goes up. Rubber, of course, totally dives in the first year. If I play as Brazil and trade rubber like crazy that really helps. If I play another country then the rubber market takes longer to rebound.

-PK
 

Steel

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Originally posted by Phil K
Steel,

Why in '36 is steel (hehe) such a low commodity? It struggles for 1 - 1.5 years and then goes up. Rubber, of course, totally dives in the first year. If I play as Brazil and trade rubber like crazy that really helps. If I play another country then the rubber market takes longer to rebound.

-PK

Presumably a number of countries exhaust their initial stockpile of oil or rubber, thus triggering the AI to start selling steel. The levels of the market are just a function of country demand/supply plus the previously mentioned fudge factor so take a look at what is being bought and sold.