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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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that information is something not shown right now directly but its something that can be added easily if it becomes a need.
Yes it is needed, otherwise we will need to do some number crunching before making a good decision.

Btw plz make sure AI fascists & commies don’t too eagerly sell their stockpile, esp. Ger & Sov.
 
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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.

Honestly, a nightmare ? In what way would it be compared to any other piece of equipement that can be sold ? It's not like ships could pop out of thin air. They'd still need to be produced fully. If anything, the ability to sell ship would only really redistribute total internation naval construction cost throughout more nations. At best, this gives minor nations more of a chance to be relevant in the naval theater even if their naval building potential is subpar. At worst, nothing sells,a nd the balance won't change. And the international "faction" balance would likely hardly change provided the AI is correcly told to try and refrain from massively selling to potential enemies, a system that we can hope is already in place for non-navy sales ; so having to fight an entire faction would probably result in fighting more or less the same amount of naval power, just possibly more spread out between the nations that make up the faction.

It really doesn't feel like a balancing nightmare, and at least, not any more than any non-naval sale would be. Of course it requires a balancing effort, like every feature. It has to be thought out. But dismissing it entirely on the basis that it's not completely straightforward to implement is not the right answer. Navy begs for some effort to be adapted in some way to game features.
 
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Will you change some of the older focus trees to use this new system? For example Yugoslavia and Romania have focusses to buy fighters. Right now this works by event but it would be nice if it tied into the new system.
 
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It really doesn't feel like a balancing nightmare, and at least, not any more than any non-naval sale would be. Of course it requires a balancing effort, like every feature. It has to be thought out. But dismissing it entirely on the basis that it's not completely straightforward to implement is not the right answer. Navy begs for some effort to be adapted in some way to game features.
The reason stated by @C0RAX in Design Corner DD for not including ships wasn't balance but technical concerns in regard to how the games handles ships different to normal equipment:



The 2nd remark even indicates that it was initially part of the plans, but didn't work out.
 
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Could this new mechanic be paired with a nerf to research slots or speed? I feel it's too easy for any nations to research anything they want to a mostly up to date state. The new International Market would become an indispensable option for many nations.. as it should.
 
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The reason stated by @C0RAX in Design Corner DD for not including ships wasn't balance but technical concerns in regard to how the games handles ships different to normal equipment:

The 2nd remark even indicates that it was initially part of the plans, but didn't work out.

Indeed, though it doesn't change the situation. Navy's being left out of features more and more as time goes by. Even if there's a very good reason for it, it doesn't make it a good thing...
 
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"u go into the international market to buy x"
hmm sure about that?
Shouldnt that be more like "you start negotiations with y, to potentially optain x in the future in a trade agreement?"
clicking on a market icon to buy what ever you want feels a bit gamey, no?
 
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Perhaps this question’s already been asked/answered and I’m just that stupid, but why are international markets taking precedence over diplomacy? I feel that a player or nation that is pretty self-sustaining would be annoyed that they have to go through two menus to get to the diplomacy screen for other countries. This could also mean trouble in a situation where you need to send diplomatic actions on-the-fly, no sooner, no later, but that gets thrown out the window because a few in-game hours have passed in the time you’ve had to open one screen to open another.
Could there, perhaps, be a setting where players can choose which menu they see first: diplomacy or international markets?
10/12 EDIT: Turns out that right-clicking a nation still brings up the diplomacy interface. Nevermind! :)
 
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Will you change some of the older focus trees to use this new system? For example Yugoslavia and Romania have focusses to buy fighters. Right now this works by event but it would be nice if it tied into the new system.
Actually, is Lisencing from DoD just dead from this change anyways? you already suffer a production penalty for producing something with a lisence that you don't have researched, so why not as an Axis minor for example just invest into a Civ game, and use all that extra IC to buy from Germany or Italy, which in turns gives them more IC to build more factories- similar to how historical Bulgarian AI builds a lot of civs until like 1940, and presumably is buying equipment from Germany or Italy using their decisions.
 
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"u go into the international market to buy x"
hmm sure about that?
Shouldnt that be more like "you start negotiations with y, to potentially optain x in the future in a trade agreement?"
clicking on a market icon to buy what ever you want feels a bit gamey, no?
To me it is just a necessary abstraction a game needs to do. I'm usually all in for depth, but at least on first glance I don't see what a negotiation process itself would gain us here. Sure, something could be worked out...but honestly: How likely it would be to get an AI capable of only doing semi-realistic negotiations here? So I prefer the more simple approach taken (which the AI can handle according to what we got told in the respective DD on AI and International Market)
 
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Are you going to be able to see how much you sold and bought and to whom from game start? A record I mean. Because one of the flaws of Lend Lease is that info is not shown. As soon as the Lend Lease is done being delivered the info disappears from the UI completely. You have no record of it.
 
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I just watched Feedbacks video from early access of new DLC, funny how he is able to decimate both Germany and Soviets with just 3 000 CAS. It really is god tier, you don´t even need to do tanks just infantry with air and even 1 inf division can push 2 tank divisions.
 
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It is already true that sides with countries that start with construction maluses (USA, Netherlands, etc.) can benefit by having those countries spend all their civs buying unneeded resources from allies/future allies who can use those factories more efficiently, until the relevant maluses have been removed. As conceived here, this will create a similar exploit: the USA and Netherlands in early game will be better off using their civs to buy equipment produced by UK, France, and pro-Allies minors than building factories of their own, though this is somewhat mitigated by the separate issue of initial equipment stockpiles being too small.
 
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Looks like the feature is pretty much just as described in the Dev Corner, so it's all coming along smoothly.

The big question is how well the AI manages to use it, I guess. I hope that some countries (Czechoslovakia, Sweden, and pre-rearmament France & UK) will be scripted to actively target the export market.

One point of clarification: my reading of this DC and the Dev Corner is that deliveries occur at 30 day intervals, just like Lend-Lease, so the on-map distance between seller and buyer plays no role in delivery timing at all. Is that right? It would be a reasonable simplification, but it's the point that doesn't seem to have been addressed.


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).

The DD mentions that there's an auto-accept option if you regard requests as spam.

Good point. Maybe they could adapt the button that allows you to destroy all obsolete equipment?

Maybe that depends on what mode you are playing the game as? In ahistorical, it's vital to know what road your potential opponents (and allies) are taking. If 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.
Is there a distinction between financial and economic capacity? Anything you can actually do, you can afford.
 
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I love the toggle to automatically send and accept negotiate market access! Is that feature going to be rolled out to toggle an auto accept / decline for calls to join wars / grant military access? It would make the notifications tray much more manageable

Right!

Kudos to @C0RAX ax et al for coming up with what looks to be a great QoL 'bot.

Lamartine, that is insightful of you (no sarcasm...being sincere) to imagine, "How else could this auto-accept button be used in HoI4? "


-- "join wars" is my favorite suggestion.


I bet the Group Mind can add to the list of suggestion on how to use this new Auto-Accept button.
 
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It is already true that sides with countries that start with construction maluses (USA, Netherlands, etc.) can benefit by having those countries spend all their civs buying unneeded resources from allies/future allies who can use those factories more efficiently, until the relevant maluses have been removed. As conceived here, this will create a similar exploit: the USA and Netherlands in early game will be better off using their civs to buy equipment produced by UK, France, and pro-Allies minors than building factories of their own, though this is somewhat mitigated by the separate issue of initial equipment stockpiles being too small.
it may take some time, but they might go back and go to every single country that has a construction speed malus, and give them some sort of modifier for the output of civs themselves- that way you cant just buy stuff from the market to bypass your terrible starting national spirits since the output of the civ is affected which affects your purchasing power on the market.
 
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Is there a particular reason why non-convoy ships cannot be lend-leased or bought or sold?
Ships are units, much like divisions. There is no equipment for Navy.

Don't ask me why it was initially decided this way.
 
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