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Victoria 3 - Dev Diary #9 - National Markets

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Hello again! Today we will dig into Victoria 3’s National Market system. Markets are what drives the game’s dynamic economy by determining a rational price based on supply and demand for all trade goods in every state throughout the world. Expanding your national market to encompass more territory means more raw resources for your furnaces and more customers for your manufacturing industries. As your industrial base grows, so does your demand for infrastructure to bring goods to market.

The French market is swimming in cheap Luxury Furniture, Porcelain, Fruit, and Meat. Luxury Clothes and Wine are well-balanced. But as far as luxuries go, Sugar in particular has a sizable deficit and securing a reliable source of that would likely result in improved supply of domestic distilled Liquor as well.
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By default every country is in control of its own market which is typically (but not always) centered on their capital state. Every state connected to this market capital - overland or by sea through ports - is also part of the market. These states all have a variable degree of Market Access representing how well-connected they are to every other state in the market. Market Access is based on Infrastructure, which we will talk more about in next week’s development diary!

All local consumption and production in states contribute to the market’s Buy Orders and Sell Orders. Think of these as orders on a commodity market: higher consumption of Grain will cause traders to submit more Grain Buy Orders while higher production of Silk will result in more Sell Orders for Silk.

Furniture is a popular commodity with the growing urban lower middle-class, and it’s not likely its price in the French Market will drop anytime soon. Assuming the appropriate raw materials remain in good supply, upsizing this market’s Furniture industry is a safe bet.
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As we discussed in the Goods development diary, all goods have a base price. This is the price it would fetch given ideal market conditions: all demand is fulfilled perfectly with available supply, with zero goods produced in excess of demand. If buildings produce more than is being demanded each unit produced will be sold at a depressed price. This benefits consumers at the detriment of producers. Conversely, if demand is higher than supply, the economy of buildings producing those goods will be booming while Pops and buildings that rely on that goods to continue operating will be overpaying.

When determining prices for goods across a market’s many states we start by determining a market price. This is based on the balance between a market’s Buy and Sell Orders, with the base price as a baseline. The more Buy Orders than Sell Orders the higher the price will be and vice versa. Buy and Sell Orders submitted to the market are scaled by the amount of Market Access the state has. This means a state with underdeveloped infrastructure will trade less with the market and rely more on locally available goods.

States with full Market Access will use the market price for all its goods. Otherwise only part of the market price can be used, with the remainder of the local price made up by the local consumption and production of the goods. All actual transactions are done in local prices, with market prices acting to moderate local imbalances proportional to Market Access.

Glass is overproduced in Orsha. Coupled with a suffering Market Access in Orsha this means the Glassworks there can’t sell at the somewhat high market norm for their goods. This works out fine for local Pops and Urban Centers who consume it as they get to pay less than market price. But continuing to expand the Glassworks in Orsha will only lead to worsening Market Access for all local industries, and won’t lead to a better price of Glass anywhere else since fewer and fewer of Orsha’s Glass Sell Order ends up reaching the market. We can see this development on the market price chart: the market price used to be high due to low supply, we started expanding the Glassworks in Orsha which lowered the market price, until the point Orsha’s expanding industry became a bottleneck and prices started to rise again. The last few expansions have done nothing to lower the market price even as the local price has been steadily dropping.
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If an oversupply becomes large enough, the selling price will be so low producers will be unable to keep wages and thereby production volume up unless they’re receiving government subsidies. But oversupply is not remotely as bad as when goods are grossly undersupplied, which causes a shortage. Goods being in shortage leads to terrible effects for those in your market who rely on it; for example, drastically decreased production efficiency of buildings that rely on it as an input. Shortages demand immediate action, whether that be fast-tracking expanding your own domestic production, importing it from other markets, or expanding your market to include prominent producers of the goods.

Lacking access to a sufficient quantity of Dyes, this poor Textile Mill can only manufacture 42 units of Clothes this week instead of 126, which is entirely insufficient to make ends meet. Unless something changes, its wages will be cut to compensate and eventually Cash Reserves will run dry, rendering the building inoperable as its workers abandon it.
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If importing Dyes, growing them on Plantations, or manufacturing them in high-tech Chemical Plants to fix the shortage is not an option, returning the Textile Mills to pre-industrial, low-yield handicraft will remove the need for Dyes and restore the Textile Mills to marginal profitability.
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Astute observers familiar with previous Victorias will note there are no goods stockpiles involved in this system. In the predecessor game a single unit of a goods would be produced, sold, traded, perhaps refined, stored, and ultimately consumed, with global price development determined by how many units are inserted into or removed from the world’s total supply. In Victoria 3, a single unit of goods is produced and immediately sold at a price determined by how many consumers are willing to buy it at the moment of production. When this happens prices shift right away along with actual supply and demand, and trade between markets is modelled using Buy and Sell Orders. This more open economic model is both more responsive to sudden economic shifts and less prone to mysterious systemic failures where all the world’s cement might end up locked inside a warehouse in Missouri. Any stockpiling in the system is represented as cash (for example through a building’s Cash Reserves or a country’s Treasury) or as Pop Wealth, which forms the basis for Standard of Living and determines their level of consumption.

As the econ nerds (you know who you are) will by now have intuited, this lack of goods stockpiling in turn implies that in Victoria 3 we have moved away from the fixed global money supply introduced in Victoria 2. The main reason for this is simply due to how many limitations such a system places on what we can do with the economy in the game. With Victoria 2’s extremely restrictive and technically challenging closed market and world market buying order, it simply wouldn’t have been possible to do things such as Goods Substitution, Trade Routes, dynamic National Markets, transportation costs for Goods and so on in the ways we have, either due to incompatibilities in the design, or simply because it couldn’t possibly be made performant. We believe that the complexity, responsive simulation, and interesting gameplay added by this approach more than make up for what we lose.

Finally, a small teaser of something we will be talking more about once we get around to presenting the diplomatic gameplay. As you may have gleaned from the top screenshot, it is possible for several countries to participate in a single market. Sometimes this is the result of a Customs Union Pact led by the more powerful nation but more often it’s because of a subject relationship with a puppet or semi-independent colonies. In certain cases countries can even own a small plot of land inside someone else’s market, such as a Treaty Port. The route to expanding your country’s economic power is not only through increasing domestic production and consumption, but also through diplomatic and/or military means.

The Zollverein, or German Customs Union, is a broad unified market of German states controlled by Prussia. Without such a union many smaller German countries would find their economies too inefficient and trade opportunities severely hampered by geography and lack of access to naval trade.
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That’s the fundamentals of Victoria 3’s pricing and domestic-trade system! As mentioned, next week we’ll take a look at an aspect of the game that’s closely related to markets and pricing: Infrastructure.
 
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I assume there is *some* kind of stockpile right? Like, if you declare war, your armies don't instantly go from 100% effectiveness to 0% if your supply of arms was created by the enemy in the war but rather drop based on some rate right?(In the same way, I'd assume pops don't literally starve to death overnight?) (In this case not managed by the player, and very limited, but existing? perhaps modified by tech?)

Maybe the army bases have a "cash" reserve that is used to represent stockpiles and buffer (for at least a little while) the lack of inputs.
 
I assume there is *some* kind of stockpile right? Like, if you declare war, your armies don't instantly go from 100% effectiveness to 0% if your supply of arms was created by the enemy in the war but rather drop based on some rate right?(In the same way, I'd assume pops don't literally starve to death overnight?) (In this case not managed by the player, and very limited, but existing? perhaps modified by tech?)
There's some inertia in the system, yes. For Pops, the inertia is their Wealth, which represents their savings. For shortages, including shortages in the military, there's a duration of time during which the penalties pile up. Some military goods are also needed to sustain your armies and navies even in peacetime.
 
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Wanted to rant about stockpiles minute ago.. but when remembered I never actually stockpiled goods in V2 and didn't even know how to do it.
 
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First screenshot indicates France, Sardinia-Piedmont, and the UK are all active in the French market... You went into market access a bit in this dev diary but I was hoping you'd explain how a situation like this arises? As both France & the UK are almost certainly Great Powers, and I imagine Sardinia-Piedmont may also be a major... So can Great Powers have mutual access between markets? Or does the UK have a treaty port in France or something?

It's because both the UK and Sardinia-Piedmont control provinces that are part of states in the French market, therefore they technically contribute to it. For the UK it's a bit of the Indian Ocean Territory, for Sardinia-Piedmont it's because of Nice which is most likely part of Provence.
 
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Victoria was in the age of mercantilism with countries errecting trade barriers for specific goods. This also drove an other ism- colonialism as they secured key resources in each colony.

Is there a way for a country to lock up a commodity with either a very high traffic to make a ton of money to fund a military expansion or undsitrualizaiton, or to ban export as a way to stunt someone else's industrial expansion.

I've been wanting this since the original Victoria beta and I don't know how you even do a game in the period without this mechanism. Not so much for the realism but also because of how fun that feature would be.
 
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Next week! But as a spoiler, no it's not a national average, and rails are a must for NYC to get access to large quantities of resources from the Great Plains.
Hm, this does make me wonder how lakes like the Great Lakes are going to interact with trade in the game. Because before and even well into the age of rail, the Great Lakes still were a goods transportation hub for the US and Canada.
 
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Hm, this does make me wonder how lakes like the Great Lakes are going to interact with trade in the game. Because before and even well into the age of rail, the Great Lakes still were a goods transportation hub for the US and Canada.
I believe it’s been confirmed that rivers add infrastructure. I’d imagine that the Great Lakes work the same way.
 
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73.1% of the price in Orsha comes from the market price of £45.7 (higher than base price)
26.8% of the price comes from local production and consumption, which is £23.9 (this value is missing from the tooltip as it's never actually important to the player). If the Market Access had been 0% and Orsha was completely isolated, this would be the actual price.

45.7 * 0.731 + 23.9 * 0.268 = £39.8, slightly less than base pricing.

That the Textile Mill would produce 126 units of clothes if it did not experience a shortage is noted in the tooltip, yes.
Thanks, it makes it clear. However I still don't understand how the 23.9 pounds is calculated
 
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Will pops generate buy orders for a good even if they can't afford it?
I read somewhere that a variation of this is true in Victoria 2. I'm concerned about a situation where no pop can afford a good, yet they're keeping the price high with "demand."
 
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Regarding currencies and money supply:

Like in previous Victorias, the pound symbol is not to be taken as an assertion that all trade happen in British Pounds, but as a universal money symbol. I'd love to make a game with multiple currencies and a currency market but oh my god the implications

The "money supply" works on much the same principle: the pound is any arbitrary unit of value, not a literal bank note. When the money is stored in your treasury, it's a "gold reserve". When you're running a deficit, it's the "debt principal". When a Pop has some money left over, it's converted into Wealth (savings, investments, etc.) When a Pop lacks money, their Wealth is drained. The money supply, or value store as it were, is the sum total of Treasuries, building Cash Reserves, and Pop Wealth, if you want to think of it that way.
Wars were started to control gold access/reserves during this period as gold was used as the standard to issue money. It will be nice to model that as a gameplay mechanism, or this is not a victorian game but some after Bretton Wodds game.

 
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Wars were started to control gold access/reserves during this period as gold was used as the standard to issue money. It will be nice to model that as a gameplay mechanism, or this is not victorian but some after Bretton Wodds economic system game.

Probably not possible in the near future given technical constraints, but my dream Victoria game would allow you to choose the basis of your money supply, rather that’s gold, silver, bimetallic, or even pure fiat money (like the US during and right after the Civil War).
 
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I just want to say, I absolutely love how the world market has been modeled and it is a beauty. Especially the intricacies between local prices and global prices. It'll be wonderful to see how low the oil prices will be in the Middle East once everything gets discovered.

But please. I want to know about war! Please tell us about the war! The enemies of my enemies are also my enemies! Just in the future! Future enemies!

Tell us the stories of blood and mayhem Wiz! Tell us about the fun we will have!
 
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Probably not possible in the near future given technical constraints, but my dream Victoria game would allow you to choose the basis of your money supply, rather that’s gold, silver, bimetallic, or even pure fiat money (like the US during and right after the Civil War).
Indeed, that will be a very nice strategic choice for the player. One that may get your currency overvalued or undervalued wildly but that is the risk you are taking.

A bit saddened that the complicated has triumphed over the complexity.
 
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Do the price of inputs make an impact on selling price?

I could imagine a situation where it'd be possible for buy and sell orders to match, but just at a higher price because the production is dealing with supply shortage. As such the price might go up but still be matched by buy orders, assuming the purchasers could still meet that higher price.
 
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I've noticed that the UK was part of the French market, does this mean that France is the Suzerain of the UK or is it possible that two major countries create a common market?
Would be cool the create the EEC 100 years early
Mittleeuropa approves of this
 
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