unlikely we are trying to keep this separate from resource trade.Interesting. Will we see any changes to the resource market at all alongside this?
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unlikely we are trying to keep this separate from resource trade.Interesting. Will we see any changes to the resource market at all alongside this?
in the long run yes, we are trying to get as many converted over for the release but if we miss any we can tackle them in future war efforts.Wow, very interesting
Will old focuses about purchasing arms be reworked? Such as France's Arms Purchases in the US
as stated in thing we are not doing section, no warship sale via this market due to the non conformal ways ships workCan you buy or sell warships and convoys with this new system?
final balance is still a way off so I cant comment on thisWill there be changes to military factory distribution so most countries are arms purchasers rather than having their own domestic military industry at the start?
the former, you receive the CiC from the bank at 50% the rate of your normal construction CiC on the construction task. its not that you lose 50% of the CiC when you use it.Can the bank be understood as having a cap to boost your construction by no more than 50% and simply being stored for later use if the bank "income" is higher than the usage or is the 50% marker an indication that the effeciency of conversion between the banks value in construction and you construction is only 50%? Because it seems to be the former but it isn't too clear in the description.
we are looking into lend lease balance with this but we will probably make lend lease a bit stricter especially in peace time, and we are looking into price adjustments but more on that in a future DD.I'd be very interested in how this will effeciently work side-by-side with lend-lease. Sometimes, I just want to get rid of, for example, my basic light tanks for free to any non-enemy in the game who wants them. I don't necessarily desire a profit in return. I'd love to set the selling price to 0 so anyone in my market could acquire them (it wasn't clear to me if I could control the selling price).
Bonus points if I could limit some equipment to faction-only while other equipment is on the global market.
It was in my original design but the more I and the coders looked into the requirements in both code and design wise, the more clear it was it would become basically its own separate but parallel system. ships are just not handled/coded the same way other equipment is.Could you expand on why this is? The Portugal and Bulgaria ship purchases seem like a good template as a way to buy ships.
Almost all minor nations did not build their own warships but instead had them built in a major power. Would be cool if this was represented in game
This was in my original design but it was actually not as simple as you think, we had hoped we could merge the 2 but it was not to be. its the nature of adding a system to a game that's been out for just under 7 years there so many assumptions made prior that makes trivial things sometimes be very complicated to do without rewriting the entire thing you are trying to merge with. in fact we already had to refactor some pretty hefty chunks of code to make the market function already.Yes, my intent on this suggestion is to point out that, with just a little more tweaking to the market system, lend-leasing can be built into it. I'm not saying it should be exactly as simple as making a free sell order. But imagine the market system implementing three settings, each with their own trade rules of course:
1. Global market
2. Faction market
3. Private sales
The private sales would function as lend-lease if the sale is free. "Hey Romania, I see you're running low on guns. Here's a free sell order (aka, a lend-lease offer) for 3,000 guns."
By all means, add the buttons and vocab to make it obvious that it's a lend-lease. The point is, this market system is a function to exchange equipment. Lend-lease is a function to exchange equipment. As such, in this early stage in development, I think this is an excellent opportunity to improve on the lend-lease system with this new market mechanic.
I'm in my design actually to make those mils get used on the market to make things of "value" but more on that if/when its in the gameThis new feature looks very interesting. Thanks for sharing it with us while it's still a work-in-progress.
Now that there's this huge new marketplace for arms trading, will the recent trend of many nations leaving their mils idle in the mid-to-late game be reconsidered?
right now you can trade any equipment in your stockpile regardless of country, so you can do 3rd party embargo evasion but if we find its a problem then we can stop it with out issue.Have you decided if you will be able to sell captured equipment through this system?
Its on the wish list so maybe we will get history but don't hold your breath.Looks like an awesome feature is taking shape! :
Will the market feature keep a running history record for the player to track what equipment was sold, the quantity sold, and to which country it was sold?
Will a player be able to sell individual parts such as basic light tank chassis, automatic cannon, basic small airframe, etc?
you can do that, make 2 variants of infantry equipment with different MIO''s and then limit the divisions to that specific equipmentSo regarding the infantry MIO, will this alow
Us to have more means to make a more “elite”
Division? Or will the effect go into effect for all your infantry divisions?
it would be neat if you could set which MIO would want a particular division to benefit from.
yesFor the MIO, I'm assuming once you start the path of one of the mutually exclusive path, you can't switch. You can't research soft attack at the start of the game and then later in the game switch to piercing?
The AI and balance are still not something that's ready to be talked about since we are still mid development, new functionality is happening all the time and so it can change drastically from week to week. we will have dev diaries later on when things will be a much calmer state to show you how the final feature is balanced into the overall system and the precise behaviours of the AI.Something I've noticed with the last developer corner already: the intent and goal section is extremely short compared to the "flow". There's going to be UI panels to negotiate the various steps, we get it. I'd be more interested in why the devs felt this was needed, how it affects the AI, what this does to the balance of CIC/MIC and research slots, how different countries are incentivized to be either seller or buyer etc.
Equipment licensing is an existing, failed example of a system that sounds great on the surface but is not properly integrated with the rest of the game and fell completely flat.
As specified in my MIO dev corner the "xp" for MIO's is called "funds"I think it's very unhelpful to say they "gain XP", because that has an existing meaning in the game of naval/military/air Experience. So devs, could we please have a specific name for the MIO points with an unambiguous abbreviation? 'MIO Capital', maybe (since economically they are acquiring human and financial capital from each contract)? I thought of Contract Points, but that's CP which is also confusing.
its in the mail, I blame postnord...where dev corner![]()