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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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Will Korea's population ever be corrected to the historical 16 million or so? According to multiple studies estimated from quite extensive harvest and tax records as well as censuses, Joseon's population actually exceeded 18 million in the 1750s and then stagnated slowly.

The Yangban are a pain in the ass to extricate, at least give us the masses!
 
First, thanks for all the hard work, both in this patch and overall ! I spent a lot of hours on Victoria 2, and the improvements in the game play, especially in the underlying economic modeling, are truly fantastic!! Great job!!!

That being said, since this seems to have turned into a bit of a "I hope you fix XXX next" thread :), I wanted to call out the suggestion by @neroden here (sorry - spam filter won't let me post real link): forum/threads/victoria-iii-most-of-the-world-has-no-ports-1920s.1551913/ (that would make Convoys a "normal" good Ports a "normal" factory that convert Clippers into Convoys in order incentivize the AI building Ports) and ask if it's on your radar for 1.2 or beyond.

I think it's a great idea, and that it has the potential to also lead to a fix for an issue that I don't see a way around: I don't know how to open a trade route with non-neighbors if I'm a land-locked country.

If you extended @neroden's suggestion (as he suggests) to also include land transportation (i.e. transportation is represented as a Caravans/TrainRoutes good that is produced by Railroads), then I think the Convoys-as-a-good mechanic has the potential to solve the land-locked trade issue. You could set up the game mechanics so that if a country had a neighbor with ports, the cost of the trade route would include paying the neighbor for Caravans to transport it across the appropriate states, and paying someone's Convoys to send it overseas if necessary. A different version of this idea would to allow a country to negotiate a special kind of "transportation" trade deal with another neighboring country for access to purchase that country's Caravans (for transit across land states) and/or a maritime 3rd party country to purchase Convoys (for transit across sea states) that would then be consumed as part of a normal trade route for goods. A trade route would be possible if there was a transit path where for every leg of the path either the buyer or the seller had such a transportation deal in place. I suspect this sort of mechanism would have a lot of potential to simulate "carrying trade" economics (in the sense that there's a 3rd party to the trade route who is supplying the transportation) and/or the Great Silk Roads.

I did see a "yes, we're looking at this" message in the original thread, but just wanted to bump it here. Thanks!
I agree with Convoys-as-a-good. I also hope there is Qualification-as-a-good, because college students should pay tuition.
 
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That's slightly different than the bug I encountered. In my game, no events fired at all after the first one so the expedition couldn't even fail.
In my case it was a bit random (like the options you get to choose from in events). at the end of each month the expedition could by itself advance, increase the danger, both of them, or nothing would happen.
And during the entire expedition, which lasts months or more than a year, I only got 2 or 3 events. So it will also depend on luck and what options come out (and I always have bad luck in this haha)

The fact is that a bug is occurring with it and I think they have made a mistake by lowering the difficulty of the expeditions, when if all the events come out they are even easy to overcome
 
I wonder if a flat 10% increase to all import and export tariffs is enough to eliminate all trade price inversions.

This would be a simple enough solution that could be done through modding without developer involvement, but I guess it wouldn't work for free trade
 
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I also hope there is Qualification-as-a-good, because college students should pay tuition.
Should they though? Significant tuition payments seem to be a post-WW2 development, and then mostly in the Anglosphere. German universities, for example, still remain almost free, with only administrative and public transit fees paid.
 
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Should they though? Significant tuition payments seem to be a post-WW2 development, and then mostly in the Anglosphere. German universities, for example, still remain almost free, with only administrative and public transit fees paid.
thats not exactly true. depending what you mean with "administrative fee", tuitions in germany are a state issue and I paid a modest(compared to US levels) tuition in Munich, Bavaria.
However I agree with your general point - e.g. Austria has no tuition as long as within regular time + 2semesters, and only a 30euro/semester fee for the student representation group (interest group, idk how you translate it to english).
 
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.
More nightmares I imagine
 
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.
If the wiki is correct, the pricing function is the following:

price = Base_price*(1+0,75((buy-sell)/min(Buy,Sell)))

Now lets says you have a market E with Buy_E=200 and Sell_E=300 and a market I with Buy_I=200 and Sell_I=100, a base price of 1 and a trade route exporting t goods from from E to I. Then the price difference is:

PD = price_I-price_E = 0,75((200-100-t)/(min(100+t,200)-(100-300+t)/min(200+t,300))=0,75((100-t)/(100+t)-(-100+t)/(200+t)) if 0=<t=<100.
This is definitely not linear in t!
In fact even in a single market the price is not linear in the traded volume for example in I we have
P_I(t) = 1+0,75((100-t)/(100+t))=1+0.75(-1+200/(100+t)) for 0=<t=<100. This is a constant plus a convex function in t, as 1/t is clearly a strictly convex function (on the positive half-axis).

So either the wiki is wrong or the price function is strictly convex in the trade volume for at least some volumes. In the above example the function gets linear for t>100. The min in the function is responsible for it being non-linear.


Regarding the second paragraph. If the function was really linear then averaging post-and pre-trade prices would give you exactly the area underneath the price difference function. I.e. the profit function as in Profit = (PD_PostTrade+PD_PreTrade)/2*Volume would be the antiderivative of the price difference function. This implies via the fundamental theorem of calculus that the price difference function is the derivative of the profit function. In particular the profit function can only be maximal, if the price difference is equal to zero. Therefore, you would not have a price inversion problem. Granted you do not differentiate continuously, but in a discrete way and currently do not search exactly for the optimum. Therefore, the volume would probably slightly overshoot the zero price difference mark. But this is not related to the function being strictly convex or linear.

Edit: Fixed a typo in the formula.
 
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thats not exactly true. depending what you mean with "administrative fee", tuitions in germany are a state issue and I paid a modest(compared to US levels) tuition in Munich, Bavaria.
Sorry for a bit off topic here but I feel the need to reply here.
While true that there _were_ general tuition fees in some states in Germany they have been abandoned in 2014 (at latest). As they were only introduced in 2006, maybe you - like me - had the bad luck to study exactly in that time period.
There are still some exemptions for long timers and people who want to make a second degree in some states but in general for the first degree as full time student there are no tuition fees in Germany anymore - nowhere.

/edit: And for something on topic: No comment on the teleporting generals issue from the dev team (fixing the workaround without fixing the bug)? Or did I accidently skip it?
 
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PD = price_I-price_E = 0,75((200-100-t)/(min(100+t,200)-(100-300+t)/min(200+t,300))=0,75((100-t)/(100+t)-(-100+t)/(200+t)) if 0=<t=<100.
This is definitely not linear in t!
In fact even in a single market the price is not linear in the traded volume for example in I we have
P_I(t) = 1+0,75((100-t)/(100+t))=1+0.75(-1+200/(100+t)) for 0=<t=<100. This is a constant plus a convex function in t, as 1/t is clearly a strictly convex function (on the positive half-axis).
are you sure you are reading the formula right? if it was min(buy,sell), it would just be 1+0.75(100-t)/100 which is a linear function clearly.

edit: edit, I am wrong. however I dont know if the wiki formula is correct. while not differentiable, you can solve the issue with two linear functions that meet at the base price in the equilibrium.
 
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Sorry for a bit off topic here but I feel the need to reply here.
While true that there _were_ general tuition fees in some states in Germany they have been abandoned in 2014 (at latest). As they were only introduced in 2006, maybe you - like me - had the bad luck to study exactly in that time period.
There are still some exemptions for long timers and people who want to make a second degree in some states but in general for the first degree as full time student there are no tuition fees in Germany anymore - nowhere.

/edit: And for something on topic: No comment on the teleporting generals issue from the dev team (fixing the workaround without fixing the bug)? Or did I accidently skip it?
will answer in spoiler too:
yes, thanks you are right, I didnt know they changed it. however I am pretty sure you are wrong on the date. I paid tuition in 2015 in Bavaria on a full time first degree. maybe they decided it in 14 but it wasnt in effect in 15. anyways I stand corrected thanks.
 
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are you sure you are reading the formula right? if it was min(buy,sell), it would just be 1+0.75(100-t)/100 which is a linear function clearly.
The market I has 200 buy orders and 100 sell orders without any trade. But when t goods are imported it has t additional sell orders, i.e. B_I=200, S_I=100+t and min(B_I,S_I)=100+t if 0=<t=<100. It is in fact min(buy,sell). It was a typo.

You can also take the easy example from the wiki to see that it is non-linear:

Here we have base price 20, buy=100 and sell=120. This results in a price of 17. With buy=120 we would have a price of 20. Therefore, by linearity we would need to have a price of 18.5 at buy=110.
But 1+0,75(110-120)/min(110,120)=1+0,75(-10/110)=1-3/44=41/44~0,932 and 41/44*20=410/22~18,64 is not equal to 18,5=37/2=407/22.
 
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The market I has 200 buy orders and 100 sell orders without any trade. But when t goods are imported it has t additional sell orders, i.e. B_I=200, S_I=100+t and min(B_I,S_I)=100+t if 0=<t=<100. It is in fact min(buy,sell). It was a typo.
yes you are right, I edited it as well. if the formula is correct its nonlinear, however as you can fit a piecewise linear function that meet each other at the base price for sell=buy, it might not be(?)
 
however as you can fit a piecewise linear function that meet each other at the base price for sell=buy, it might not be(?)
Not sure I understand what you are trying to say here. The formula in the wiki is convex and not piecewise linear. It has linear pieces, constant pieces and strictly convex pieces.

It would obviously be possible to use a pl (piecewise linear) price function, which would make the integration easier, but at least according to the wiki this is currently not the case.

Edit: And I would not worry about the function being differentiable. While it is clearly not in the points where the different pieces meet one can always take the right derivative in these points and should not have any problems, if one wants to optimize profits. Even with the wiki formula, one can derive a gradient-like optimization method which does not have a problem with these non-differentiable points. I posted it in another thread.
 
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Should they though? Significant tuition payments seem to be a post-WW2 development, and then mostly in the Anglosphere. German universities, for example, still remain almost free, with only administrative and public transit fees paid.
And cost of living (Rent, Utilities, Food), Something that often is included in tuition fees (at least rent/utilities) in the Anglossphere, is it not?
 
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And cost of living (Rent, Utilities, Food), Something that often is included in tuition fees (at least rent/utilities) in the Anglossphere, is it not?
Yeah, they pay for good and services just like everyone else, not through the university. Public transit (at a discount) is often handled through the university though (or more precisely, through the student associations, but the university takes in the money along with admin fees), but not everywhere, and only for travel locally near the university. Some Länder don't do this and students have to buy normal, non-discounted public transit ticket if they need them.
 
Not sure I understand what you are trying to say here. The formula in the wiki is convex and not piecewise linear. It has linear pieces, constant pieces and strictly convex pieces.

It would obviously be possible to use a pl (piecewise linear) price function, which would make the integration easier, but at least according to the wiki this is currently not the case.
I am trying to say, as you observed now as well, that the wiki formula might not be correct an you can fit a piecewise linear function that solve for the conditions talked about in this thread

I dont know why @lachek would say its linear if its clearly not, and since the formula originally comes from a reddit thread afaik, it might not be taken from the code but someone might have fitted it to observed prices.

cant access the wiki right now, but if the example is sourced by ingame data and not just putting in the respective numbers, then it just is not linear at all, yes.
 
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- The Ripper can no longer be a child or toddler

Could you introduce a game rule to disable the Ripper, "they shall not have dyed in vain" and other silly events? Abraham Lincoln turning out to be Jack the Ripper may be funny to some, but for a lot of players it's incredibly immersion-breaking.
 
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I see that 1.1 will make minimum wage law somewhat more necessary for achieving high SoL. However, I believe currently minimum wage law simply increases the base wage, i.e. increases all wages by X%, which doesn't make sense. I'd expect this will actually set the minimum wage, or minimum base wage at least. Will it be fixed in 1.1?
 
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