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Developer Diary | International Market

Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at the International market.

So previously we showed this feature off in the international market dev corner and some things since then have changed. We’ve on top of this loaded the feature with brand new functionality to improve the flow and usability as well as refine the information we provide you throughout the feature. So remind ourselves let's go over what intents and goals we started with in that original dev corner.

Feature Intent & goals

Introducing a place for nations to buy and sell equipment benefiting both nations with a reward. Creating a new way for countries to contribute specialist equipment to other nations
Be able to source equipment from other nations as needed
For majors to set the global standard for common place equipment leveraging their superior economic might.

The international market acts as a one stop shop for all your equipment needs from other countries. It's an international store front, with multiple sellers being able to sell the same thing from the same store front. This means that provided you have the appropriate market access, you can go into the international market and buy tanks from the USA and planes from germany in one interface (but not 1 purchase).

The feature

So first of all, how do we get to the international market? Well, it's pretty easy. We have replaced the diplomacy button with the international market. This will take you to the home screen of the international market
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You Can still access the diplomacy menu from this button at the bottom of the international market.
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Now let's go buy something. The first thing we need to do is to get market access to another country. This will allow us to see what they are selling on the market. By default we have access to all of our subjects and they have access to our market.
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The market access is by default automatically sent and accepted so any AI that will accept will be added to your market and you will get access to them as well meaning that you don't need to worry about missing out of a market you could have access too. You can also toggle auto accept purchase requests which will always accept other countries asking to buy your equipment on the market.
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To manually get market access we simply go to the diplomacy screen for a given country and use the diplomatic action “negotiate market access”.
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So now we have our market access set up and it's time to buy something. First we need to go into the buying mode of the international market. We do this by clicking the buy equipment button.
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Now we can see the USA is selling some trains and convoys on the market right now so let's buy some. To start a purchase draft all we have to do is click on a piece of equipment we want to buy.
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Here we can set up our contract to purchase some equipment. From here you choose how many pieces of equipment you wish to buy of each type. Each equipment entry will show how much the equipment of that type will cost in economic capacity(EC) (this is the output of civilian factories). There is also a handy purchase button if that is what you wish and you can use keybinds to change the steps of the plus and minus buttons just like in other parts of the game.
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At the bottom of the draft we have the draft totals, here we can see the total EC cost, total convoys needed and then finally we have our payment settings. We can choose to assign up to 15 factories to pay for the equipment. These factories will work towards paying off the total EC cost of the equipment you selected. The more you pay every 30 days, the more equipment will be delivered per delivery. So here we can see that with 5 factories paying for our equipment we will receive all of our equipment in 4 deliveries:120 days.
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Now we have sent off our draft to the USA and we just have to wait for them to respond and accept.
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And here we have our accepted and now ongoing contract, we can see all of the important information on our contracts from here. Active contracts are shown in the default international market screen.

We can see our factories are assigned and paying off the contract and all 4 convoys are available. If anything is causing deliveries to fall behind the expected amount be that lack of factories, convoys or even if your convoys are being intercepted and the equipment lost to the depth of the ocean, the contract efficiency will reflect this.
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As your contracts progress you can see the bars fill up and the deliveries tick down.

Now let's sell something on the market.
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To sell we click the “sell equipment” button right now we can see we are not selling anything so now let's add something to our market. We do this by clicking on the ‘add equipment to market’ button.
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Here we will get all of the surplus equipment we have in the right hand window and everything we are adding to the market on the left. From here we have the same controls for equipment numbers as with buying. You can select all, or choose any number in-between.
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Additionally from the screen we can set the price levels of equipment, this can be done for the whole set or individually for each equipment. You can set the price to be 25% higher or lower than the normal price, this is done in order to not overcomplicate the economic gameplay here. Fully Variable prices would be very complex to understand as a player and be at odds with the economic detail of the rest of the game. This inconsistency would make the pricing very troublesome to understand, keep stable and to keep free from exploits. Generally this would detract from the core gameplay of HoI in a negative way, taking time and concentration away from the warfighting for something less useful. The final total EC value is shown at the bottom of the window if you want to see the effects of your pricing choices.
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Now we can see all of our equipment has been added to our market for sale.
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We have now received our first purchase requests and you can see our equipment has been taken from our market listing as it is reserved while the requests are pending. Let take a look at one of these requests
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Here we can see Sweden is looking to buy the 35 light tanks we put up on the market. In the request we can see all of the necessary contract details to make an informed decision. Of course if we had auto accepted purchase requests this would have already been automatically accepted and the contract would be ongoing already.
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And now we can see our purchase of american equipment and our sales of equipment to portugal and sweden all in one menu allowing you to easily keep contract of you ongoing contracts and if there are any issues with deliveries. We can also filter this list to just buying or selling if you have lots of contracts all at the same time, and we cancel contracts from here if you need to do so.

Going back to the buy menu lets take a look at some of the sorting and filtering options that help in the later game when there is significantly more equipment on the market. First lets look at the sorting options.

First we can sort by the amount on the market.
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And we can sort by the EC cost
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Now onto filters; we can sort by country and by equipment type
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Finally we get to subsidies. Subsidies are a way of getting a better deal with purchasing contracts, you can get them from national focus and decisions or any other bit of content. An example of this can be found in the danish focus tree where you can get subsidies for buying aircraft if you choose to seek external sources. As mentioned subsidies target specific equipment types such as fighters and can be limited to contracts with specific countries as well. They work by having an EC value and when applied to a contract they will match the EC generated by your factories until the EC value of the subsidy is drained. So if 1 civ produces 5 EC/day then the subsidy will also provide 5 EC per day for each civ allocated to the contract.
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With the general flow we will look at the detailed mechanics of how payment works. We are paid for contracts in EC generated by factories assigned by the buyer. Instead of receiving those factories directly to use, you are given the EC output of those factories to boost your own civilian factories. We opted for this solution in order to improve the granularity of bilateral trade, as well as to give the seller a new kind of incentive to take part in trade.
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Here we can see our EC income from all of our current contracts, any collected EC is stored in our EC surplus here in the market window.

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Here we can see the EC surplus being applied to your construction queue to boost it above the normal maximum rate. The amount you can boost a construction is based on your trade law. Here we are on export focus which gives us a 10% boost on top of the base 25%. This can also be affected by other construction boosts. The important thing to understand is you do not receive temporary foreign factories, you receive their EC output which boosts your own civilian constructions.

As an addendum to the addition of the international market we have adjusted lend lease in order to better fit to the new world market. So let's talk about the changes there. Firstly, subjects can no longer always use lend lease and are subject to the same limits as other countries. Now subject levels have modifiers to the required world tension in order to use lend lease.
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In addition to this ideology and laws impact the tension requirements for lend lease, fascists and communists will find it harder to give equipment for free to there allies compared to before as will countries who operate on tighter trade laws
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Countries on closed economy and special cases such as the USA can also block access to certain markets or totally block all market access so be careful before taking foci like the neutrality act.
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That's all for this one, as always please do ask if you have any questions about the feature and I’ll do my best to answer you. Later this week we will be looking at the final art DD, you will get to see more 3D models, 2D art (including the new loading screen art) and the coveted achievements coming with Arms against tyranny, I hope to see you there. C0RAX Out.
 
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This looks great on paper but can I become the (paid) arsenal of democracy as the US this way? I'm pretty burned from my allies getting little use of my lend lease and I wonder if some improvements have been made so that the UK will buy and use my bombers and tanks (could I offer these only to them and at a steeper discount perhaps?).
 
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Does convoy raiding have influence on those buyings & sellings and how can players keep track of the delivery changes connected to such?
I imagine a USA player being bored, having 100 civilian factories left, just buying as much weapons they possibly can from overseas, without any interference or difficulties at all. Also I see myself in the future, wondering where my weapons are, just to randomly find out they are being destroyed in the sea for several months now.

I think there should also be some kind of war goal possibility via decisions, if a neutral country sends a lot of weapons to someone you are at war with.
This should also be something for the AI. E.g.: A communist but yet neutral Sweden decides to buff the Soviets with weapons, it would be interesting for Germany, which in this case is also in war with the UdSSR, to get the possibility to trigger event chains and like escalations, depending on how communist Sweden reacts. Imagine they send like 10k rifles for fun, they should also get some kind of risk in doing so.
 
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There's nothing new about it. EC (usually called IC on the forum, because that was the term used in earlier HoI games) has been known as the game's currency since before launch. I think it was a very clever decision by Podcast,

wow double wammy. First Dan Lind is called Podcat, and he kinda annoyed when people call him Podcast, secondaly he doesn't work on HoI4 anymore for quite a while. Current Project Lead is Arheo.

Also with CIC vs EC I think there is a difference. Usually CIC ans MIC were names for the civilian and military factories. EC explictly is a step below and describes the partial ouput of a Civ. Sometimes CIC was used for the construction cost aswell though, which then was modified by infrastructure and other stuff and I don't know how modifiers are applied to EC.
 
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I find the Diplomacy Menu's Major Countries and factional filters are very helpful for that, because I can just click through the majors without having to scroll all over the globe. But of course other players might enjoy 'visiting' different parts of the world.
The problem is that there are just no other indications of major-minor status aside from the Diplomacy screen. The gilden box is displayed for nations at the war screen, but that of course is of no help for those at peace.

I recently guaranteed Russia as Sweden and was very suprised to see WT to go down as a result - that's cause I was unexpectedly a major at the point, for which my mere 49 factories normally wouldn't suffice.

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Would have been nice/interesting if lend lease had just been put straight into the market, but as just "deferred payment" (i.e. no need to pay until you are at peace again)?
This was the initial design but the realities of the tech required to do this was too large once we looked into it further.
 
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Will AI actively use this new feature? AI tended to rarely use 'attachés' or 'license' systems, which were added to other DLCs.

Because market systems need both countries that want to buy something and countries that want to sell something, if AI doesn't try to use it, there is a risk that it will become a multiplayer-only system.
yes, we did a dedicated dev diary into the AI for this feature you can find it here
 
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Two things. How easy would it be to replace the civilian factories in the system with variables (converting it to a money system) and are you able to sell ships on the market?
probably impossible unless there's some darkmagic I don't know about. and no ships cannot be sold as was confirmed in the original dev corner and the Q&A, you can only trade convoys from the navy end.
 
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Does convoy raiding have influence on those buyings & sellings and how can players keep track of the delivery changes connected to such?
I imagine a USA player being bored, having 100 civilian factories left, just buying as much weapons they possibly can from overseas, without any interference or difficulties at all. Also I see myself in the future, wondering where my weapons are, just to randomly find out they are being destroyed in the sea for several months now.
Yes you can lose equipment from convoy raiding, and all routes from seller to buys are tracked and you will see when there are problems causing the contract efficiency to go down
 
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Will Market access affect unit models? Specifically for Planes and Tanks, if you buy enough tanks from Germany as Sweden, will the German or Swedish tank model show? Same for planes, if you had bought planes from Italy as Bulgaria will the Italian models show?
 
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In the current version of the game, if I'm playing a land-locked nation like Mongolia- I'm limited to receiving Lend-Leased equipment from nations located on the Eurasian land mass, since I have no convoys.

Will the International Market be similarly limited? Or since I'm paying for the equipment now (instead of just begging for it), will the seller use their own convoys to deliver it to my front door, no matter where it's being sent from?

I'm hoping that Mongolia wouldn't have to acquire a costal state, build dockyards, then convoys, just to buy weapons from the UK or USA.
 
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How about SCW?
If Soviet,Germany and Italy cannot lend lease to Spain in 1936.
It look strange when they need 50% world tension in order to use lend lease.

For example: Germany need 70% world tension, and some focus of spain will give ns buff -50% world tension in order to use lend lease to Germany. but 20% world tensionis still high i think it will be1937-1938 then spain cannot get any lend lease.
 
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How about SCW?
If Soviet,Germany and Italy cannot lend lease to Spain in 1936.
It look strange when them need 50% world tension in order to use lend lease.

Great point. I'm not sure how this will be implemented, but it feels reasonable that if a nation accepts your volunteer forces, that should bypass or lessen World Tension restrictions on sending them Lead-Lease.
 
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If the route is over land, will buying equipment cost trains (or trucks) instead of convoys?
 
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Looking good. Now I can finally get rid of all those excess light tanks and anti-tanks i capture!

As is being send about the lend-lease, it's good that fascists and communists now have a WT requirement for lend lease (which should impact the ole lend-lease everything to one nation, then cancel after your civil war triggers) but I hope the SCW has been accounted for Italy, Germany, and Soviets.
 
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There's nothing new about it. EC (usually called IC on the forum, because that was the term used in earlier HoI games) has been known as the game's currency since before launch. I think it was a very clever decision by Podcast, since it avoids needing to model exchange rates and inflation. It's in line with the era, because in the Second World War the primacy limitation on most major players was economic/production capacity, not financial capacity (China was the big exception, but WTT does try to model this).

I played the old games. They had IC, but also had money. I don't think money should be in HOI4 either, using the same oft cited reasoning of power coming from productive capacity and so on being the model. I just thought it was interesting they would invent this 'temporary money'. I suppose it fits HOI4s style of balance, where a surplus leads only to wasting it. If only we could learn from HOI4, haha
 
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no ships cannot be sold as was confirmed in the original dev corner and the Q&A, you can only trade convoys from the navy end.

It's really starting to feel like navy is a nasty little needle planted in the game's back that nobody really wants to touch. Can't lend lease it ever, can't trade for it or sell it, can't assigne medals to it... At least it doesn't vanish anymore during a peace conference I guess.

The ability to trade and sell ships could do much to help the international navy balance, with nations being able to acquire ships without spending time and effort on too many otherwise ultra-specific dockyards building, and big naval nations being able to rentabilize their dockyards by converting it into... well, profit by selling their output when it's not needed. Not to mention how common selling ships was ; entire national navies were sometimes built mainly through buying foreign vessels. But alas, this is not to be, besides a few hard-scripted focuses and events for very specific cases. It feels like the game is giving up on navy bit by bit, leaving it out of new, interesting features . It's not a very nice feeling.

If this was moddable, at least... But I don't even think it really is. AFAIK individual ships have no id not can be assigned one, and you have virtually no way to control, stop, pause or even be aware of the state of ship production script-wise, besides creating a new production line. It may be ignorance speaking, but just don't think modding even has the tools to do anything with it.

It's really sad. I'd like to be able to do a bit more things with navy but everytime a ray of hope appears it gets dashed by the fatal "sorry, navy's not included".
 
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Really liking what I'm seeing here (yes, I'm the currently the lone guy who reacted with the "Loving" reaction to that DD he first missed when it released outside the usual Wednesday schedule ;) )
Yes you can lose equipment from convoy raiding, and all routes from seller to buys are tracked and you will see when there are problems causing the contract efficiency to go down
So the transport risk (which I assume will only exist on sea routes, while land transport is 100% safe and probably also not temporarily occupying trains&trucks, correct?) is always on the purchasing side? So if I sell to the AIs, their convoys are at risk?

And a 2nd question: Do the civ factories I have to pay in the case of buying equipment fall under the "must-be-my-own-ones-and-not-be-gained-from-resource-export-payments"-rule which is place for buying resoures?
 
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It's really starting to feel like navy is a nasty little needle planted in the game's back that nobody really wants to touch. Can't lend lease it ever, can't trade for it or sell it, can't assigne medals to it... At least it doesn't vanish anymore during a peace conference I guess.

The ability to trade and sell ships could do much to help the international navy balance, with nations being able to acquire ships without spending time and effort on too many otherwise ultra-specific dockyards building, and big naval nations being able to rentabilize their dockyards by converting it into... well, profit by selling their output when it's not needed. Not to mention how common selling ships was ; entire national navies were sometimes built mainly through buying foreign vessels. But alas, this is not to be, besides a few hard-scripted focuses and events for very specific cases. It feels like the game is giving up on navy bit by bit, leaving it out of new, interesting features . It's not a very nice feeling.

If this was moddable, at least... But I don't even think it really is. AFAIK individual ships have no id not can be assigned one, and you have virtually no way to control, stop, pause or even be aware of the state of ship production script-wise, besides creating a new production line. It may be ignorance speaking, but just don't think modding even has the tools to do anything with it.

It's really sad. I'd like to be able to do a bit more things with navy but everytime a ray of hope appears it gets dashed by the fatal "sorry, navy's not included".
I feel your pain, but in this case I feel like allowing buying/selling of ships other than convoys would ultimately cause a balancing nightmare and is probably best left out.
 
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