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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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Just a simple mod for Dutch East Indies, a rich country in resources (mainly rubber) but severely lacks industrialization. (check my signature below)

I really hope i can mod the subsidies thing to exchange resource rights with it. In case i can't do it, i'll do it like the German-Soviet Trade Agreement (send a bunch of resources to the capital of your buyer for x time in exchange of a certain amount of subsidies, and then remove it when the deal ended).
Not bad as idea.
 
Completely disagree with the decision of limiting all ideologies other than “Democracy” in their ability to provide anyone with any equipment they want.

The president of USA may be limited in what he can do in these regards but the Führer of Germany and chairman of the USSR or even King of Iraq aren’t.

Also disappointed with the decision of removing the diplomacy button, not because it was “useful” or “relevant” though, because it gave me a feeling of dim hope so to speak that maybe one day, this non-existent aspect of this game would be touched by you guys.
 
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Completely disagree with the decision of limiting all ideologies other than “Democracy” in their ability to provide anyone with any equipment they want.

The president of USA may be limited in what he can do in these regards but the Führer of Germany and chairman of the USSR or even King of Iraq aren’t.

Also disappointed with the decision of removing the diplomacy button, not because it was “useful” or “relevant” though, because it gave me a feeling of dim hope so to speak that maybe one day, this non-existent aspect of this game would be touched by you guys.
Yes fascist country, like communist one, can help other fascist/communist country withouth problem....
 
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Completely disagree with the decision of limiting all ideologies other than “Democracy” in their ability to provide anyone with any equipment they want.

The president of USA may be limited in what he can do in these regards but the Führer of Germany and chairman of the USSR or even King of Iraq aren’t.

Also disappointed with the decision of removing the diplomacy button, not because it was “useful” or “relevant” though, because it gave me a feeling of dim hope so to speak that maybe one day, this non-existent aspect of this game would be touched by you guys.
I think you are looking at it with the wrong perspective. It's not that despots can't make their country sell things to whomever they want,. it's that not all countries are willing to trade with them.
 
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I think you are looking at it with the wrong perspective. It's not that despots can't make their country sell things to whomever they want,. it's that not all countries are willing to trade with them.
Isn’t that what the “Embargo” option is for?
 
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I think I missed it -- where does it say you can't sell to different ideologies?
 
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Will the countries in latin america be able to buy from the USA and each other at game start? or will this be a focus?
 
Will contributing influence the decision of build depot 300% faster? They will close when the player has more as 51 factorys.
I don't think so. The DD contains a screenshot which indicates that the capacity surplus effect is added in the building speed calculation at the very end and does not get factored in as additional factory output. Given that it would be very odd in my view to count it here as additional factories.

What I would like to really know though is whether you can spend civ factories traded in on the resource market directly for purchases on the IM or if you can only use "owned factories" for that purpose...
 
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Looks good, but I'm kind of wondering why this was put under the diplomacy tab instead of the trade tab? Part of me feels like it's kind of tacit admission that the diplomacy menu is more or less useless most of the time since all of that is basically handled by focuses.

They might as well incorporate this into the trade tab and turn the diplomacy tab into the espionage tab or save that tab for a new feature entirely.

Wald
 
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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
I don't understand either why there is such a resistance to stockpiles in this game. I understand that money is meaningless, but stockpiles are different from money. We already have stockpiles of oil, why can't we have stockpiles of other resources and civilian factory output? Just like with oil, stockpiles should be limited, and designed to prevent daily fluctuations rather than leave you set to fight the war for the next 20 years without new production, but as a side benefit sometimes it really makes sense to have assets rather than income, and oil stockpile is currently the only resource asset in the game.

This resistance to stockpiling is become particularly challenging now that we have the trade system introduced: trade is so much simpler when assets are traded for assets, rather than when assets are traded for income. If we had stockpiled IC, the obvious solution would be to trade tanks for IC, and then you can spend IC at some rate as essentially extra civ factories (while the stockpile lasts). It seems like a whole new level of abstraction is being added with the trade system just to continue avoiding having stockpiling of economic output.
 
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I don't understand either why there is such a resistance to stockpiles in this game.
I can't speak for anyone else, but my recollection is that stockpiles in HoI3 didn't work very well. A reasonably competent Germany player could fuel their entire war effort with a combination of early purchases and capturing other countries' stockpiles, to last until the bitter peace gave them essentially all the resources of the Soviet Union to play with.

Which is essentially the balance we have now, only now we have one fewer system (the resource stockpile) to bother with.
 
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I can't speak for anyone else, but my recollection is that stockpiles in HoI3 didn't work very well. A reasonably competent Germany player could fuel their entire war effort with a combination of early purchases and capturing other countries' stockpiles, to last until the bitter peace gave them essentially all the resources of the Soviet Union to play with.

Which is essentially the balance we have now, only now we have one fewer system (the resource stockpile) to bother with.

I don't mean to be flippant but this just sounds like, "Player who is good at the game and understands the interplay between various systems and mechanics required to play the game poses a credible challenge to other players over the entire course of the game.

What is the problem here?

Should that not be the case in the current game?

Wald
 
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I don't mean to be flippant but this just sounds like, "Player who is good at the game and understands the interplay between various systems and mechanics required to play the game poses a credible challenge to other players over the entire course of the game.

What is the problem here?

Should that not be the case in the current game?

Wald
No, it means that said mechanics do not accurately portray the reality then, if merely stockpiling yourself out of the problem that resources were for Germany in WW2 is a legit possibility. I get it. Hearts of Iron is a game and an accurate representation of WW2 would have Germany loose 99,99% of the time so we need some leniency here.

However without having delved too much in this particular historical topic myself, i am fairly certain that it was actually not possible for Germany to make it that easy. If it were they would have done it. And in game the constant hunt for resources and securing their source should be of utmost importance for countries like Germany or Japan and a fundamental part of their gameplay loop.

In my opinion, ommiting this entire crucial subject with mere stockpiling before the war speaks more for a broken and cheeseable WW2 game, rather than a good player.
 
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I can't speak for anyone else, but my recollection is that stockpiles in HoI3 didn't work very well. A reasonably competent Germany player could fuel their entire war effort with a combination of early purchases and capturing other countries' stockpiles, to last until the bitter peace gave them essentially all the resources of the Soviet Union to play with.

Which is essentially the balance we have now, only now we have one fewer system (the resource stockpile) to bother with.
Same can be said about storing Fuel. For this matter, they could just limit pre-war storage space to like 10% of what one gets under Total Mob.

Having stockpiles will solve a lot of issues with constant trade re-adjustments (due to market competition, convoy raiding or - pure gold! - ships entering repairs), aside from other things.
 
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Looks good, but I'm kind of wondering why this was put under the diplomacy tab instead of the trade tab? Part of me feels like it's kind of tacit admission that the diplomacy menu is more or less useless most of the time since all of that is basically handled by focuses.
That’s actually exactly what it is. They said that the diplomatic tab was used the least of all so they wanted to replace it with something more useful.
 
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Shouldn't we be able to make sell offers?
And send those to countries?

To stop it being a harassment in MP - players could have a toggleable "block communication" (multiple choice) with NPCs and PCs.
Well, since you have to negotiate for Market Access with each country (or block of countries?), just don't ask for or accept market access from them and they can't buy your stuff (and you can't buy theirs).
 
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