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Complex => good
if it is Victoria. That is why we asked for Vicky3 for years. because it was the most complete / complexe simulation of paradox games.
So please, don't be afraid to do the things more realistic, even if it makes it a bit less accesible to everyone.
Fully agreed with Complex => Good for Victoria! We still want to build tools to make the feature accessible and manageable though. You should be spending your time making informed, meaningful choices, not have to crunch dozens of numbers in your head or press 37 buttons to execute on your intentions. In the words of our Product Manager, "complexity is not the same as complicated" :)
 
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these type of models should also be available to other government forms.
At the moment we're erring on the side of restricting ownership quite strictly, not by government form specifically, but rather by your country's various economic laws. We want the economic laws to feel very distinct and have big impacts on the population, and if we were to permit most of them under all systems this impact wouldn't be felt as strongly. Of course these are balancing decisions and may change before release.
could I as China flood the market with really cheap goods as I have such a big, unemployed population that it depresses wages down, thus reducing the production cost of the good, thus making the sell price of the good cheaper while still retaining a profit, thus outcompeting goods produced in European countries and putting them out of business?
Yes, assuming the main production cost you have are wages, China's relatively large population will help keep that part of the manufacturing expense down. But if you don't have easy, cheap access to the input goods you need you might not be able to sustain manufacturing the goods cheaply enough to compete with countries that use more technologically advanced, less labor-intensive methods. And then of course there's the additional cost to moving product out of your market, which we'll talk about another time.
Does this mean that making inputs for one type of industry cheaper will result in higher wages for the workers in that type of industry as they can now put aside more money for wages, thus making all the pops start working in that industry, thus starving my other industries of workers, all because I aquired some cheap inputs for a particular industry? This only works if the industry in question has enough employment capacity through buildings of course. So in that csse upgrading the buildings could be bad?
Yes, assuming as you say that the industry has large enough capacity to absorb all those other workers, it could put other industries out of business as a result. Of course, since this means the supply of the goods those industries produced will decrease while demand will remain high (or even get higher as the mega-industry pays such high wages that Pop wealth and thereby demand increases overall) this should eventually approach an equilibrium where all industries are utilized to some extent.
As in, Sweden has such a large quantitiy of wood that it the wood price in Sweden is much cheaper than in lets say Britain, thus making the production cost of lumber and subsequently furniture be very cheap, thus being able to flood the British market with very cheap furniture and thus outcompeting and putting British furniture business out of business?
Yes.
How can I as a player counteract that then?
We'll cover that in a future Dev Diary focused on Trade, but there are ways to protect yourself from predatory trade practices.
I know that its moddable to have automobile factories function as tank factories through a change in production method, but is that modelled in Vanilla, too?
We're playing around with some things surrounding civilian factories contributing to the war effort. We'll see.
 
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I have a question about a specific couple production methods:

Will the first production method for steamers involve taking in clippers as inputs and "converting" them into stem ships (like in real life)?

Likewise, will the first automobiles be horseless carriages? Will artillery go from using iron or bronze as input to using steel as input?

And perhaps most importantly: will factories (as well as POPs) begin to use electricity?!

I am very excited for all of the potential use cases for production methods.
Don't know the answer to the first questions but yes steel eventually replaces many iron inputs and electricity is used by factories later on :)
 
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Regarding Economy of Scale and the realistic benefits of centralization v. decentralization: generally we want to encourage centralization through the mechanics because decentralization is already indirectly incentivized through the Infrastructure mechanics (which we haven't talked about in detail yet) and EoS makes for a good strategic counterbalance to that. Since we have no hard caps on the number of different building types you can have in each state you're free to decide if you want to build 1 level 10 Textile Mill in one state or 10 level 1 Textile Mills in 10 states. Without a solid reason to centralize, states don't tend to develop the same kinds of distinct identities which also causes the political gameplay to suffer. So we assume that many (not all) buildings benefit from building tall.
 
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what role do the sub-sectors of a state actually play in economic terms? Everything happens at the state level. What happens if the state is divided?
A single state region (e.g. Piedmont) has access to a number of resources (arable land, mining potential, etc) that represents how much it can be exploited and in what ways. A subsection of that state region (e.g. French Piedmont) only gets access to some of those resources, limiting how many jobs can be created there and thereby how large and wealthy the state can get.
 
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The distribution of the population is then also simulated accordingly? For example, I have wood in one sub-sector and build a lot of furniture factories. So is that sub-sector then the city, the population and the furniture factories? If France then takes this sub-sector, will Paris get the factories?
Depending on the resources transferred in the split different types of buildings would also be transferred, along with the Pops attached to that building.

It's worth noting here that state regions split only under relatively rare circumstances. Most of the time when territory changes hands it's entire states (which could be a sub-state) from one country to another.
 
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the low infrastructure of the outback is not a limit on how well it receives that administrative input
Not going to get deep into details about this yet, but while low infrastructure is not a limit on how well Bureaucracy is utilized, it does impact the ability for remote Government Administrations to buy Paper from the market at a good price. In effect, without an incentive to centralize, the optimal play strategy would be to construct fully self-sufficient local economies by constructing a variety of building types in every state. This would mean lacking Infrastructure wouldn't matter.

This is a valid strategy for a number of reasons, but we don't want fully distributed industry to be overwhelmingly optimal as this is neither fun nor realistic. Economy of Scale bonuses simulates how centralization can be beneficial (assuming the Infrastructure is there to optimally deliver input and distribute output goods), makes it easier for the player to keep track of which of their states do what, and makes for more interesting political gameplay, without invalidating a more decentralized strategy or artificially limiting the number of building types by "slots" or similar. We think it works pretty well.
 
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How big are the states? This makes me a bit scared that territorial changes when they happen will be more of the big and sudden kind rather than gradual.
State size varies since they're intended to mostly follow historical cultural/legal/administrative boundaries rather than be based on geography or target size. Territorial changes where a state changes hands can very well be big and sudden, yes. That is fully intentional, since the game is not about slow and steady expansion of territory but rather slow and steady growth inside your borders and major upheaval as one potential outcome of conquest. Of course the Pops in the states always change over time, though.
 
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