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Simply looking at the variety of staples, it seems that Victoria 3 will be able to much more closely reflect the variety of, and competition in, international trade in the era. Very nice!

Also, do all non-food staples have luxury variants, or are there some staples that rich pops will consume equally or in even greater amounts than poorer pops?
There's for instance Luxury Furniture, which is a luxury variant of Furniture (shocker!) and which Pops of a certain wealth level will start shifting to buying from regular Furniture, eventually (at a high enough Wealth level) eschewing regular old Furniture altogether.
 
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What's the difference between silver and gold coins? Is that to indicate the relative price of the good in the market?
The coins tell you how expensive the good is in relation to base price in the particular context (market, state region etc). This way you can for instance see quickly at a glance that your steel factory is having trouble because the Steel it's producing has a very low price.
 
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Will there be a way to subsidize certain goods so it will be easier for your pops to buy them?
There are a number of ways you can interact with goods (more on that later) but at the moment we don't have an ability to direct subsidize one particular good. There are other ways to lower the price of a good though, such as subsidizing buildings producing it or importing it in greater quantities.
 
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What I really liked is the option to show on the map the potential, production and consumption on the map. Hopefully Vic 3 will have more map modes than recent paradox games. One thing I would like to improve is that the market price graph was more detailed in relation to values.
Something that our UX designers have put a lot of time into is showing contextual information, in this case by allowing you to see heatmaps of production, consumption and potential production while viewing a particular good (which is extremely useful as it tells you things like where you can get coal).
 
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Wooooo!!

Question: How moddable are goods? I'm assuming one can add or subtract goods as needed, but what are some examples of what else can be done with this system?
To give an example, we have a variety of different farms (rice, grain, millet etc) which all produce the 'grain' good (but might vary in efficiency and have different secondary production methods, more on this next week). It wouldn't be hard at all for a modder to actually break these up into different goods which can all be used to fulfill pop food needs according to what's locally available in a market.
 
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I'm curious, will services be considered Goods that require a pop to be produced? (like for example, in the first picture I tought that the "tools" Good was more like workforce, or something akin to that, so what I mean is that you could have serveces that are considered luxury services, like entertainment etc.)
At the moment, Services is a single good that is non-tradable (meaning it can only be bought and sold locally) but it would be easy to split it up into different kinds of intangible goods if we wanted to.
 
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Well, I was hoping to subsidize my bread so that nobody would go hungry. Or have to eat cake.
You can do this by importing cheap foreign grain or subsidizing your agriculture, we did discuss having a direct way to subsidize goods but we felt the mechanics we have did the same thing in more interesting ways.
 
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Wondering if there are tractors in the game, as vic 2 simulated them with a production bonus when the invention and research was finished... if there are tractors as goods instead of bonuses could we have a Soviet Union shifting massive amounts of resources to building tractors to improve agriculture and thus making farmers more productive. Does this also apply to specific tools in general needing to be consumed by farming pops or mining pops to be more productive... idk if it would be done by slowly over time a pop wants more machinery by getting used to it, for example British ppl getting used to drinking tea as the game progresses... or is it through a different mechanic like inventions that give bonuses to production.

Thank you its looking good so far, I want to know more about in depth economics and how pops react to a players decisions
Tractors are a thing.
 
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Could we have an option to instead show the % of how (un)profitable a good is instead of just a silver/gold (maybe bronze as well) coin icon? There shouldnt be to many Vicky 3 players that dont like numbers and percentages and prefer pictures...
The Bronze/Silver/Gold is essentially that but with an icon slapped on top of it. Should be trivial to replace with text in a mod :)
 
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Is there a limit to the number of goods that mods can add? It is painful working with the 64 limit on my regional market mod for Victoria 2.
Strongly doubt there is a technical limit or atleast not one so close to the base game number.
 
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Has the idea of more than one good per province ever been explored? Past or present...
There are no such limits in Victoria 3. A state can contain potentials for every single building in the game if you were inclined to create such a super-state. There is no such state in the game, but it would be technically possible under the systems we have.
 
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Oh. I somehow thought all those different farms would produce different goods. Though I guess it makes sense to keep things simple.
The farms do differ in their potential production, it's just that they all produce some grain as their main good.
 
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Reminds me of the weird things that happen to markets when you load a Vicky 2 save.
At the current version of the game the economy isn't fully initialized with all values until a few weeks in (very much like in Victoria 2), though this is something we're working on and absolutely plan to have fixed for the eventual release version. It has to do with how many circular and interconnected effects there are in the game (for example, a drop in grain price due can lead to pops increasing their wealth level, which results in them buying more grain, which raises the price of grain again) which all needs to be properly accounted for during game initialization.
 
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Do subsistence farms produce Grain for sale in the market? Or are their profits abstracted as direct money generation?
They produce a small surplus which is sold in the market, but most of their labor is simply self-sustaining.
 
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Can factories produce more than one good? I see that the glassworks produces porcelain but it seems that glass will also be a good in the game, going from reporting from when the game was announced.
There's no hard limit on input/output num goods so yes it can produce more than one :)
 
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What determines the wealth levels? Are the pops in these levels static or do they change over time?
The Wealth of a Pop changes along with their ability to consume. That is, if their total income exceeds their total expenses, the magnitude of the difference determines the growth in Wealth and vice versa. So Pops that are paid a higher wage, or whose basket of goods is relatively cheap, increase their demand for quantity and variety of goods over time. This relates to Profession only insofar that higher-tier Professions tend to get paid more, but a Machinist in a profitable industry might well develop higher Wealth than an Engineer in a failing one.
 
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On a technical level, how's the potential stuff work? For each state, is there a list of potentials for every good, or is it calculated based on various factors and not directly set? Just curious about the workflow of adding new goods is, not just in getting something to show up in the game but integrate it as a usable option.
Havn't looked at the details but I'm 99.9% sure resource potentials is scripted per state-region :)
(The 0.01% comes from vague memories of discussing alternative solutions during development)
 
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