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Victoria 3 - Dev Diary #68 - Patch 1.1 Changelog (part 4)

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Hello and welcome to the final dev diary on the subject of patch 1.1! The release date for this patch is Monday December 5th, at 10:00 Central European Time. Your existing save games should be compatible* with 1.1, but as usual we will backup the old 1.0.6 version as a Steam beta branch you can rollback to if needed (e.g. for mod compatibility).

This is a chonky update so I'm not going to go over the entries in detail, but to get a more in-depth look at a few of the major things that have been added or changed to 1.1, you can take a look at our previous dev diaries.

Let's dig into it!

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- Reworked Morale to inflict a base loss for every round of battle, modified by the difference in casualties inflicted between the sides as well as various other modifiers
- Reworked Legitimacy to provide bonuses and penalties to countries at different Legitimacy levels
- Added a new Legitimacy modifier based on Votes in Government
- Replaced Legitimacy Penalty from Government Size with a Legitimacy Penalty from Ideological incoherence
- Treaty Ports will no longer function if the owner's Power Rank isn't greater than the market owner's, ensuring Great Powers cannot use them to get access to the markets of other Great Powers

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- Rebalanced Legitimacy across all Laws
- Added Authority bonus to High and Very High Government Wages
- Added Morale Recovery and Power Projection bonus to High and Very High Military Wages
- Added Power Projection penalty to Low and Very Low Military Wages
- Lowered Training Rate penalty for Very Low Military Wages
- Lowered the positive and negative approval from Government/Military Wages
- Buildings will now only raise wages if they are either competing for wages or are below their minimum wage target; the target is based on employees' Expected Standard of Living to prevent too much active radicalization
- Building wage targets are lowered in unincorporated states (e.g. colonies) and for discriminated pops
- Laws that restrict cultural / religious tolerance now give a decrease to radicals and increase to loyalists from accepted cultures / religions - the more restrictive the law, the higher the effect
- Pops in Unincorporated States now have their voting power reduced according to current Incorporation level
- Mass migration now only targets incorporated states, to avoid colonies being the main target of mass migration rather than e.g. the New World
- Unincorporated states now have a lower expected standard of living than incorporated states
- Rebalanced potential Oil and Rubber deposits around the world
- Rebalanced Power Plant production method
- Reduced the impact of Artillery Commander traits
- Rebalanced Port production methods to (generally) increase Convoy production
- Rebalanced technology unlocks for potential Port levels to increase sizes over time
- Replaced Cape Colony with Persia as a recommendation for the Learn the Game objective
- USA no longer immediately starts losing its Interest in the Great Plains on game start

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- AI will not begin unifying Canada or Australia until Pan-Nationalism is researched
- Australian and Canadian confederation no longer forces the annexation of a player
- AI acceptance for white peace now increases over time the longer a war goes on
- AI is now less inclined to pursue annexation of subjects with whom they have good relations
- AI is now more willing to settle wars that are going nowhere with a white peace
- AI now also takes into account bankruptcy when considering peace desire, neutrality and confidence, not just debt level
- AI will now properly stop enacting a law to avoid revolution if it calculates this to be in its best interest
- AI will now properly use its investment pool when it can cover the entire construction cost, despite being in deficit
- Fixed native uprisings not mobilizing due to not being able to calculate their conscripts' power projection
- Improve the AI's understanding of when it should produce more military goods of a certain type
- Make the AI more interested in switching to more productive PMs, and less interested in switching to less productive ones unless there is a very good reason to do so
- Great Powers are much more likely to declare an interest in Arabia while the Ottomans are trying to reclaim Syria
- Liberia now begins independent, to discourage US colonization of Africa and to better reflect Liberia's de facto situation
- Changed incorrect check in Powerful Protectors that compared army size to country rank instead of army size
- Fixed some cases where the AI would use the wrong define for computing heuristics

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- Improves the Pop Details Panel with tabs and Consumed Goods
- Added a Good's current Trade Routes to the Goods Panel's Market tab
- Added a delay to opening map tooltips. The amount of delay is controlled by a new setting.
- Added pop consumption goods needs display to Economy and Consumption pop tabs
- Added "show more" button to the Population panel to display all categories, inspired by the "Complete Pop List" mod by Ron Swanson
- Make the Construction Queue building list items say their State as well as making the list items smaller, inspired by the "Construction Queue with States" mod by Seppiya
- Multiple changes to which notification types display as Toasts (middle of the screen) versus Feed (bottom right)
- Show usable manpower involved on each side of a battle in addition to the number of battalions
- The volume for Music Stingers and Background Music can now be adjusted independently in the Audio Settings screen
- Inactive Treaty Ports are now displayed as such, with a tooltip explaining why
- Active Production Methods are now non-clickable and more distinguishable from the rest
- Game rules are now visible even before you select a Player Objective in the New Game Interface
- Moved the Timed Modifiers higher up in the change Production Method tooltip
- The amount of unrealized taxes are now displayed in the country budget tooltip
- Transfer of Power information is now displayed better
- The outliner now shows the number of currently active unpinned Player Objective challenges and Journal Entries
- Update to the construction queue’s page buttons visuals
- Establish Trade Route Map List Panel can now sort markets alphabetically by name
- Updated text for convoy raiding order to better represent information to the player
- Right-align the Consumption tax cost in the add Consumption tax menu for better readability
- Removes decimals from Legitimacy modifier types

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- Added decision to cancel surveys of Panama/Suez
- Added event greatly weakening the Shogunate if Japan is forced to open its market
- Skyscraper now has a Trade Nexus base PM as an option for Bureaucratic Nexus
- Changed the requirement for completing the Reading Campaign to only require 95% literacy.
- Made several repeating events fire less often
- Fixed various issues in 1848 content
- Expanded the name lists for North German, South German, North Italian, South Italian, and Thai cultures
- Added some variant unifier flags for Germany and Italy
- Germany's default flag is now the Black-Red-Gold tricolor
- Italy's default flag is now the Green-White-Red tricolor without the House of Savoy's coat of arms
- Conservative IGs such as the Landowners, Devout and Rural Folk now tend to be significantly stronger at the start of the game in most countries
- Fixed the large starting unemployment in several Decentralized Countries
- Reduced Hokkaido's population to historical levels
- Made events that strengthen abolitionism rarer in the USA
- Manifest Destiny decision now requires an Interest in the Pacific Coast
- Manifest Destiny now provide claims on the colonized split states of Mexico
- Alaska Purchase decision now has significantly easier requirements
- American West Expedition is now significantly easier to complete
- "The Dream" event for gold rushes no longer has one unequivocally better option
- Sub-Saharan African states now have more cultural homelands assigned to them
- Amended Great Qing flavor text to better fit its historical situation
- Reduced the urban center requirements for the Underground Railway Journal Entry from 30 to 20, and made the completion goal valid for cases where the country's capital and the country's market capital are in different states
- People's Springtime is now correctly triggered by a powerful Radical IG, not only through insurrection
- tanzimat_events.10 now requires Napoleonic Warfare
- migration_laws.6 now displays pop names correctly
- "A Tale of Hope" event no longer targets a null state
- "An Economic Prison" event no longer applies trade route effects to isolationist countries
- "Devout Scandal" no longer has a sentence starting with a lowercase letter
- "Elevating Our Situation" journal entry has been made less convoluted
- "Expand the East Indies Administration" is now visible whenever the Dutch East Indies exists
- "Mutually Beneficial" event now applies the correct popularity modifiers.
- "The Rogue Imperialist" event can no longer cause a diplomatic incident with yourself
- Austrian-formed Germany no longer has the Matter of Hungary Journal Entry
- Fixed many issues in cultural_homelands_events
- China now re-incorporates the states of the Heavenly Kingdom upon defeating the rebellion.
- Commanders can no longer cheat with their own spouses
- Defeat in the Opium Wars will now remove opium bans and opium ban Authority cost
- Countries with the Free Trade law can now remove trade bans but not add them
- Doctrine of Lapse decision for the British East India Company now has a proper cooldown of two years
- Elitist ideology now has a stance on theocracy
- Ethiopia now requires at least two fully controlled states to form
- Poland now requires only 5 Polish states to form rather than 7
- Event "Campaign Financing" now requires active parties to fire
- Expand Productive Building tutorial challenge now tests if the player can actually expand the target building an additional level before selecting it as a target building
- Italian nations classified as minor powers may now participate in Risoregimento
- Efficient Home Affairs modifier is now actually efficient
- Made the "Good Word of the Revolution" event less spammy
- Mustard Gas no longer permanently applies modifiers to states
- North German Federation, South German Federation, and Italy are now formable if all completion requirements are achieved before Nationalism is researched
- Numerous law enaction events will now fire properly, and not auto-cancel
- Paying for school supplies now costs bureaucracy instead of benefiting it
- Philip Sheridan's birth date is now correct
- Presidents in Republics now die less frequently
- Railway research bonus in the Atmospheric Engine tech event now requires all railway prereqs to be unlocked
- Resolved edge case where native_resettlement.4 has no options
- Resolved issue with error spam when China was annexed
- The Free States of America's name now shows up in its secession event
- The Ripper can no longer be a child or toddler
- Tooltip for "How to Reform your Government" tutorial will no longer flood the error log
- West America expedition now removes event tracking variables properly
- Bureaucracy tech no longer uses the same localization key as bureaucracy concept

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- Cleaned up defines to remove unused ones
- Renamed some defines to be more precise about what they do
- Exposed several parameters of character life expectancy calculation as defines

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- Fixed font atlas not notifying the map system when textures where recycled, leading to garbled map names especially frequent in Chinese, Japanese, and Korean languages
- Enabled new logging system that prevents log files from growing too large
- Fixed overflows in politics related math that could lead to weird values for political strength of pops, or amount of votes in elections, and other such things
- Fixed an issue that led to most characters having a natural lifespan in excess of 90 years
- Fixed computation error that made it possible to have two highly profitable routes trading the same good back and forth between two markets
- Fixed an issue that made the "force open market" and "ban slavery" wargoals forbid the affected country from changing policy for 60 years instead of 60 months
- Fixed an overflow in gold reserves limit
- Fixed a bug that would cause garrison units to not recover morale
- Ensures that angry IGs always leave the government if able to do so, even when in a party
- Fixed an issue where tariffs would incorrectly be paid out to market owner from tariff-exempt trade routes
- Revolutionary and seceding countries can no longer engage in colonization until the civil war is over
- Discriminated Pops now have their Political Strength reduced by 90% as intended
- Pops in Unincorporated States now get a 50% penalty to Political Strength as intended
- Battalions are now assigned to battles in order of descending usable manpower (including Morale)
- Countries can no longer make progress on colonies in regions without maintaining an active Interest there
- Subjects no longer have to ratify a peace deal if their overlord does, even if they have diplomatic autonomy
- Expedition leaders are now always properly returned to service upon expedition conclusion
- Expeditions no longer automatically fail after turning back on the Niger River
- Expedition modifier for expedition taxes now removed upon expedition end
- Fixed general travel exploit that would allow to teleport generals by alternating orders towards the same destination
- Fixed a general travel duration exploit that was possible when giving several orders targeting different destinations, causing GENERAL_TRAVEL_OVERSEAS_SCALE to sometimes not be applied
- Fixed a bug where making a general return to a previous location during travel would sometimes apply GENERAL_TRAVEL_OVERSEAS_SCALE
- Military buildings are now unable to provide more Battalions or Flotillas than their level can support
- Fixed the bug when Cut Down To Size wargoal would liberate conquered states regardless of when they were acquired
- Fixed a bug that would cause only one admiral to be able to defend against naval invasions
- Fixed a bug that allowed an admiral to be able to naval invade a state that has no passable coastal provinces controlled by the enemy
- Fixed an issue that caused secessionist countries to not being able to be targeted by diplomatic plays even after they win the secession war
- Fixed a bug where Treaty Ports could give you access to markets in states outside the same state region
- Fixed bug where market access was not updated in states split due to ceding a Treaty Port or gaining independence
- Fixed the bug when status of convoy raiding wasn't displayed on the map nodes
- Combat unit allocation between commanders is now recomputed if a commander loses their role
- Failed or timed out Journal Entries won't be triggered by an Objective again unless marked as repeatable
- Fixed an error that caused the building tooltip to display incorrectly and produce error log spam when the building was built in a state with an apostrophe in its name
- Fixed commonly occuring crash caused by offscreen GUI VFX not being cleaned up properly
- Fixed crash when running out of cloud storage space for save files
- Fixed OOS for Elections when hot-joining
- Fixed a crash that would happen when the same peace deal is accepted at the same time in multiple wars
- Fixed crash when listing saves
- Fixed crash arising from cultural_homeland_events.1
- Fixed crash during commander generation

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- Fixed issue with displaying country names for civil war countries
- Ensures the correct number of Battalions are reported for both Regulars and Conscripts on various panels and tooltips
- Death notifications no longer fire upon the retirement of a politician
- Fixed an issue in prediction tooltips where Peasant goods consumption was incorrectly calculated, causing price predictions to be wrong for certain goods
- Fixed an issue where price predictions for pop-consumed goods would get increasingly inaccurate the longer the game went on due to old data not being properly cleared
- Fixed flickering map mode in the culture panel
- Fixed front map markers not showing up correctly in Observer Mode
- Fixed overlapping text of the options in the Sway Country Panel
- Fixed overlapping text on the Nation Formation panel to not overlap
- Fixed text overlapping and alignment issues on the War Panel
- Fixed the Diplomatic Play title text to not overlap the flags when very long
- Fixed 'You' label being visible for other players in the War Panel in a Multiplayer game
- Fixed invalid diplomatic relations expandable tooltip
- Fixed wrong scope provided to on_sway_offer_rejected
- Added missing localization for is_direct_subject_of
- Fixed a missing texture that would appear in the war tooltip when the initiator of a diplomatic play had obtained all of their declared war goals
- Fixed an issue that made it possible to change government or military wage rates when the country wasn't actually paying any government / military wages
- Fixed incorrect text that would appear in the war tooltip when either side of a diplomatic play had obtained all of their declared wargoals
- Fixed notifications accidentally appearing twice when closed
- Fixed typo in Pop Properties tutorial lesson
- Fixed missing text for Annex Subject Diplomatic Play Tooltip
- Korean officers now wear clothes
- Male Academics and Capitalist pops no longer carry parasols
- Dinka slave pops are now properly naked
- The final fallback for character clothing is now peasant's clothes instead of a birthday suit
- The Confederate States of America should now always be called such during the American Civil War
- Taiping Rebellion war name is now properly localized
- Corrected spelling issues with Australian hubs and Theodore Roosevelt
- Commanders-in-Chief now use the correct Character background on their Character Panel
- Fixed unlocalized string in the load game button in the multiplayer game over screen
- Resolved several typos in the country flavor text for Parma, Modena, and Krakow
- Fixed spelling of "Van Diemen's Land", "Concepción", and "Legazpi"

* A known issue with loading 1.0.6 save games into 1.1 is that the Bureaucracy tech will be "forgotten" and has to be re-researched. If you don't want to do this in-game, you can fix it by running your game with the debug console enabled in the launcher, loading up your save game, opening the console, and typing 'research tech_bureaucracy'.

We hope you enjoy this update! Please continue to provide your feedback and make sure to let us know if you run into any other bugs so we can continue to improve the game for the next free patch 1.2. We will return to discuss our next plans for the future next Thursday!
 
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Looking forward to Monday. Sounds like a good chunk of the game's issues are either already sorted in 1.1 or being tested for 1.2.

When we get the war and diplomacy tweaks Wiz has been talking about, I think we'll be in a good place - and a lot sooner than I thought it'd be.
Same here. Some of these problems really killed the fun for me, so I haven't played in a while. Can't wait for 1.2 to finally dive deeper than ever in this game. Paradox games are always like wine, after all: the older the better.
 
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There was nothing passive aggressive, and arguing about 'tone' on an Internet forum with a lot of people not having English as their first language is...silly at best.
People need to understand the difference between opinions on design and actual bugs. If you have game crashes , there it's quite objective what needs to be fixed.

What effects treaty ports or any other design mechanic is a highly subjective topic and you as a customer can't act like your opinion on what should be done is unequivocally the correct one(even worse not even propose an alternative) . It requires some basic form of humility even though it's on the internet, otherwise people won't listen to what you have to say.
 
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Does anyone know if the rulers start to die? I won't touch a game where my king lives for 110 years and gets a bunch of negative modifiers.
It was mentioned that it will be addressed in the patch.

Also, when people are fired or retired it is not an automatic death sentence. Lol.
 
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Great stuff. I'll have to have another short campaign to see the state of the game.

I still think Vicky 3 needs some time in the oven, but part of the Paradox fun is watching a title evolve over time.
 
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Couldn't this be alleviated through changing/expanding the qualifications system though? So that the pools for certain jobs are smaller, allowing more granularity in wage changes? Non-game designer spitballing I admit.
Though I could be getting too hung-up on not having a good enough head-canon of what's going on with these wage increases, it is just really taking me out of it (as well as probably more importantly preventing the simulation of historically very profitable but also very exploitative industries)
Not a bad suggestion, but this would require us to have floating wage levels for every profession type in a building. At the moment, buildings only keep track of one "wage rate", which is the wage it would pay a (non-discriminated) Laborer, and other professions get paid some multiple of that. Under a system that relied more on Qualifications to determine labor competition than is the case currently, we would need for buildings to be able to pay e.g. Engineers a lot more than Machinists due to the increased pressure on that pool of workers. That is something I would like to explore in the future, but it adds a fair amount of complexity.
 
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The fact that POPs don't seem to tolerate a slight decrease in SoL levels. Going from 19.5 to 19.3 seems to already be enough to make some POPs become radical, which shouldn't be like that.
The average SoL metric you see in the top bar is great as a general overview of how things are going for you as a nation, but actually terribly misleading on its own when trying to determine where Radicals are coming from and how to address it. The reason for this is that Wealth changes between pops, especially across class boundaries a lot more than it changes on average, generally speaking. To take one example, Britain starts to import Grain from you, raising Grain prices across the nation. This massively benefits the Aristocrats that own the land the farms are built on, because they rake in the profits - but the pops who work the farm and has to buy that Grain are not getting paid any more than they used to (unless their Standard of Living drops below the minimum they'd accept, as per the parallel conversation in the comments). As a result, Britain importing Grain from you might cause average SoL to increase because overall your buildings' effective Productivity has increased, putting more wealth into circulation, but simultaneously this could have drastically increased the wealth gap in your nation, leading to more Loyalists among some pops but also more Radicals in other parts of the population.

Visualizing this better by breaking down SoL trends in different parts of the population is something we're investigating at present, but for the moment I can say that this system works exactly as intended: even minor drops in SoL will cause a one-time increase of Radicals and vice versa.
 
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It's late, so perhaps I missed it. But is the issue of rebellions getting rebellions that becomes independent when first rebellion is crushed, fixed?
Fractal rebellions and uprisings should also be fixed, yes! Countries created due to civil wars should no longer be able to have their own civil wars.
 
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Couldn't this be alleviated through changing/expanding the qualifications system though? So that the pools for certain jobs are smaller, allowing more granularity in wage changes? Non-game designer spitballing I admit.
Though I could be getting too hung-up on not having a good enough head-canon of what's going on with these wage increases, it is just really taking me out of it (as well as probably more importantly preventing the simulation of historically very profitable but also very exploitative industries)
One way to explain the extrapolation of wages to expected wages is labor disputes and the fact that peasants don't immediately go from rural hillbilly country to the cities as soon as a wanted poster is put up in New York City.

Employees dissatisfied with their wages have plenty of options to turn to before becoming radical terrorists or separatists that's not currently modeled even before the advent of socialism. And many times factories would be trying to attract "skilled" workers, not just people they need to train. Which sadly isn't factored but you can imagine why they peg to a certain minimum standard is wanting more of those than another.
 
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I see the trade changes and it looks like you 'fixed' circular trades while leaving the ability to raid someone else's market by buying high and selling low (i.e. the price inversion problem). Now we have no workaround to re-import goods being effectively stolen from our markets when fixing price inversions would've killed both birds with one stone.
There have been many discussions around how trader price determinations affect trade volume and whether that is strictly correct or if it actually upsets the economic system as a whole, with good points made on both sides. The reason we opted for the system of average pre/post-trade prices we did was because we figured trade is strictly a transfer of value between two agents where the optimal volume both depends on and affects those prices, whereas in the rest of the economic system, demand and supply are not actually directly price-dependent as such. By applying the full burden of the transactions on the price prior to resolving all those transactions, we figured we would artificially decrease the optimal trade volume. However, the argument could also be made that trade creates Buy and Sell Orders which affect prices, and by using a different price algorithm for traders than production buildings and consumers we're in effect letting traders (and tariffing nations) extract value off trade to the detriment of domestic industry. That case is sufficient reason for us to experiment with it, to ensure we're not destroying the trade system's dynamics or the market balance in the process. But we aren't sufficiently convinced that we're just going to change the algorithm, give it a quick go to make sure it doesn't crash, and push it into a patch without a lot of playtesting and balancing. That is especially true since we did find an actual bug when investigating and fixing circular trading, which might also impact the player experience of regular trade as the volume calculation has now been fixed.

So no, I don't agree that putting our efforts towards experimenting with the trade algorithms while under extreme time pressure rather than fixing obvious bugs would have been time better spent. We can agree to disagree on that point, even while we can both agree we're looking forward to more intuitive and well-balanced trade in the future.
 
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Does the OOS fix only cover exactly the hotjoin fix, or is it possible other OOSes are fixed?
It is possible, since OOSes are often the result of bugs or dangerous use of threading, which could have been resolved in the course of other fixes. OOS issues are very highly prioritized so where we haven't fixed them explicitly, it's usually due to them being very rare or that we're no longer able to replicate them on the latest builds.
 
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There have been many discussions around how trader price determinations affect trade volume and whether that is strictly correct or if it actually upsets the economic system as a whole, with good points made on both sides. The reason we opted for the system of average pre/post-trade prices we did was because we figured trade is strictly a transfer of value between two agents where the optimal volume both depends on and affects those prices, whereas in the rest of the economic system, demand and supply are not actually directly price-dependent as such. By applying the full burden of the transactions on the price prior to resolving all those transactions, we figured we would artificially decrease the optimal trade volume. However, the argument could also be made that trade creates Buy and Sell Orders which affect prices, and by using a different price algorithm for traders than production buildings and consumers we're in effect letting traders (and tariffing nations) extract value off trade to the detriment of domestic industry. That case is sufficient reason for us to experiment with it, to ensure we're not destroying the trade system's dynamics or the market balance in the process. But we aren't sufficiently convinced that we're just going to change the algorithm, give it a quick go to make sure it doesn't crash, and push it into a patch without a lot of playtesting and balancing. That is especially true since we did find an actual bug when investigating and fixing circular trading, which might also impact the player experience of regular trade as the volume calculation has now been fixed.

So no, I don't agree that putting our efforts towards experimenting under extreme time pressure with the trade algorithms rather than fixing obvious bugs would have been time better spent. We can agree to disagree on that point, even while we can both agree we're looking forward to more intuitive and well-balanced trade in the future.
I understand those points, but the fundamental problem is that the math you're using is incorrect. Using the arithmetic mean to get the mean value of the pricing function is incorrect since that only works when the function is linear while the pricing function is not. The correct mean value needs to be calculated through integration or a better approximation method as @Tempscire explains here: https://forum.paradoxplaza.com/foru...oncerns-about-trade-gdp.1558055/post-28653780. This incorrect mean causes the price inversions. If you guys are still not sure there's more information in that thread or I'm sure many people participating in that thread can explain further.
 
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Has mostly what I want, but one critical fix missing.... Civil wars shouldn't generate infamy
Taiping rebellion always generate 100+ to make cutdown size available to enemies
 
There have been many discussions around how trader price determinations affect trade volume and whether that is strictly correct or if it actually upsets the economic system as a whole, with good points made on both sides. The reason we opted for the system of average pre/post-trade prices we did was because we figured trade is strictly a transfer of value between two agents where the optimal volume both depends on and affects those prices, whereas in the rest of the economic system, demand and supply are not actually directly price-dependent as such. By applying the full burden of the transactions on the price prior to resolving all those transactions, we figured we would artificially decrease the optimal trade volume. However, the argument could also be made that trade creates Buy and Sell Orders which affect prices, and by using a different price algorithm for traders than production buildings and consumers we're in effect letting traders (and tariffing nations) extract value off trade to the detriment of domestic industry. That case is sufficient reason for us to experiment with it, to ensure we're not destroying the trade system's dynamics or the market balance in the process. But we aren't sufficiently convinced that we're just going to change the algorithm, give it a quick go to make sure it doesn't crash, and push it into a patch without a lot of playtesting and balancing. That is especially true since we did find an actual bug when investigating and fixing circular trading, which might also impact the player experience of regular trade as the volume calculation has now been fixed.

So no, I don't agree that putting our efforts towards experimenting with the trade algorithms while under extreme time pressure rather than fixing obvious bugs would have been time better spent. We can agree to disagree on that point, even while we can both agree we're looking forward to more intuitive and well-balanced trade in the future.

Can we please get a bit of clarification then?

This thread about price exports being broken is a CONFIRMED BUG by the Paradox team : https://forum.paradoxplaza.com/foru...invalid-low-export-price-calculation.1556171/

"We're aware that there's issues with price determination for trade routes, and are looking at how to fix those."

What I don't get is if the "circular" fix would adress this issue (and price inversion, amongst others) or it won't. Because if it won't then what I get from what you are saying is that it's not worth the effort fixing a bug. Trade being riged and broken is extremely important. For me basically makes the difference of playing or not playing this game.

Also, I don't think changing an algorithm needs to be the only solution to the problem. It's a problem that can probably be addressed in different ways. As a player all I care is enjoying the system and feel immersed. Victoria 3 immersion is about deeply engaging into the economy and politics of the game. Trade in it's current state breaks such immersion by not following logical conclusions and not giving a player ways of counteracting it. Either one of those needs to change imo.
 
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I understand those points, but the fundamental problem is that the math you're using is incorrect. Using the arithmetic mean to get the mean value of the pricing function is incorrect since that only works when the function is linear while the pricing function is not. The correct mean value needs to be calculated through integration or a better approximation method as @Tempscire explains here: https://forum.paradoxplaza.com/foru...oncerns-about-trade-gdp.1558055/post-28653780. This incorrect mean causes the price inversions. If you guys are still not sure there's more information in that thread or I'm sure many people participating in that thread can explain further.
The pricing function is linear, ranging from 0.25 to 1.75 of base price and reaching those bounds when sell / buy is 2:1 and 1:2 vice versa and progressing linearly based on the ratio between buy and sell orders in between. Not sure where the claim to a concave pricing function is coming from, this is pretty well outlined in both tooltips and the defines file (the PRICE_RANGE and BUY_SELL_DIFF_AT_MAX_FACTOR defines in particular).

The price inversions are rather originating from traders optimizing their volume based on an average of pre- and post-trade prices, but then applying the full brunt of this volume as Sell and Buy orders in the respective markets. This essentially lets them execute a number of profitable transactions "before" the final market prices are actually set, leading domestic market agents to have to buy or sell at (probably) unfair prices by comparison, particularly when one market is much bigger than the other. We'll try to address it like I said, but please understand that even if a different algorithm was to work better and look more sane at large volumes, there's no guarantee this will magically solve all problems without causing new ones.
 
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The pricing function is linear, ranging from 0.25 to 1.75 of base price and reaching those bounds when sell / buy is 2:1 and 1:2 vice versa and progressing linearly based on the ratio between buy and sell orders in between. Not sure where the claim to a concave pricing function is coming from, this is pretty well outlined in both tooltips and the defines file (the PRICE_RANGE and BUY_SELL_DIFF_AT_MAX_FACTOR defines in particular).

The price inversions are rather originating from traders optimizing their volume based on an average of pre- and post-trade prices, but then applying the full brunt of this volume as Sell and Buy orders in the respective markets. This essentially lets them execute a number of profitable transactions "before" the final market prices are actually set, leading domestic market agents to have to buy or sell at (probably) unfair prices by comparison, particularly when one market is much bigger than the other. We'll try to address it like I said, but please understand that even if a different algorithm was to work better and look more sane at large volumes, there's no guarantee this will magically solve all problems without causing new ones.
Maybe giving ways of counteracting this behavior or limiting it could be a solution without needing to change the whole system. Usually it's better to cure than to treat the symptoms, but maybe not in this case. If players had more ways of limiting exports per good or setting tariffs on exports per good could help to fight it.
 
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Maybe giving ways of counteracting this behavior or limiting it could be a solution without needing to change the whole system. Usually it's better to cure than to treat the symptoms, but maybe not in this case. If players had more ways of limiting exports per good or setting tariffs on exports per good could help to fight it.

Game design, like medicine, suffers from limited time to do things, and so it's not outlandish to compare it to a triage system.

There's a known major issue with trading. A rebuild of the formula 'might' fix the issue and create a better experience in general, but that comes with additional code and QA hours to test every knock on effect it might have. And it's impossible to measure how this new system would function compared to the original system was meant to.

Sorting out computational bugs, however, might require less code hours, and less QA time because it just needs to check to see if it's improved the current system by fixing it's most egregious but. Freeing those code and QA hours for other ideas and tasks desired for the post release road map.

It's possible they'll change the trade formula to something better down the line, but for now it was a question or a quick fix to a bug and some general design issues lingering now, or dealing with the issues until 1.2 at the earliest if not 1.3 or 1.4.
 
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Maybe giving ways of counteracting this behavior or limiting it could be a solution without needing to change the whole system. Usually it's better to cure than to treat the symptoms, but maybe not in this case. If players had more ways of limiting exports per good or setting tariffs on exports per good could help to fight it.
I hear you on that ultimately it does come down to the player experience of the system, but if we do have a fundamental balance issue in the economy system - which is not unlikely to be the case - doing a proper fix early in the game's lifecycle is definitely preferable to a smoke-and-mirrors solution. We also want to take care to not give countries full control of every nuance of their trade policies without pushback, since it's completely contrary to both modeling the international market forces that lead to economic imperialism and the political interests of your pops. I have no doubt we'll find a solution to the balance issues we currently have with trade, we just need a bit more time.
 
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