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Not_a_Byzantophile

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Nov 30, 2021
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I'll keep this thread fully focused on Vicky 3 and try avoid comparisons to Vicky 2. Despite trying to write informally, I was also told that apparently I sounded too academic so I'll attach a ChatGPT rewritten version that sounds more normal. Please like this thread. I do want devs to see this. If you're a dev or a worker at Paradox please pin this. The original includes some jokes and far more detail. However, if you're unable or unwilling to get through the original the chatGPT summarised version isn't that bad. I also didn't proofread this (it's 7000 words long) so please excuse any grammatical mistakes.

Reading through the Dev Diary on Paradox's trade rework is endlessly ironic, because they seem to have identified the same issues as me, and have independently come to a similar solution to mine. However, there still exist the many other issues I have pointed out.
Throughout this thread, I will expand on two key theses: many problems with the game’s portrayal of economics is caused by fixed base prices, and the game’s portrayal of economic growth, particularly surrounding growth in labour productivity, creative destruction and geographic concentration makes the modelling of labour ahistorical and completely unrealistic. I will also, at the end, make some comments on the way the game models the fiscal and monetary system.
I think some people also misinterpret my intention when they see me write so much about economic theory. I do include a lot of economic theory, but this isn't just realism for realism's sake. I believe that the changes I push for will make the game more immersive and generally better. The changes I've listed are with computational load in mind. Most of the computational load in late game stems from having many different pop groups (grouped by building, religion, occupation, and culture) spread around the world each running separate calculations. Apart from the irrationality of consumers (which I didn't suggest a fix for as I couldn't think of one and it wasn't something I desperately needed changed), the additional computational load should be quite light.

Thesis 1: Base Prices
Supply and Demand, and Markets Clear are two truisms everyone learns and parrots back in introductory economics. Yet, the game misunderstands both points. The game views the balance of “supply and demand” as changing prices but never considers the price mechanism nor why they change prices. Markets clear, because fundamentally a shortage of goods causes a gradual rise in prices that keeps rising until demand contracts enough and supply expands enough such that both are at equilibrium again at that higher price. Vice versa for a surplus. The way the game treats good imbalances, however, means that any surplus does not clear but instead exists in the economy, pushing down prices by some fixed percentage. I’ll start with 3 minor gripes I have with the game before I move to the three big points that make clear that base prices severely limit the realism of the economic simulation of the game.

The Void and the Second Law of Thermodynamics
Honestly the subheading is a joke, and it would be funny if not for the fact that Victoria 3 conjures goods ex nihilo to fill shortages and sells unsold goods to the void for a profit and such a system underlies the “price mechanism” of the game. Factories can offload goods they’re ostensibly not supposed to be able to sell to an imaginary buyer such that all goods they produce generate revenue. This is inherently unrealistic, all sellers need a buyer, and it makes persistent surpluses of certain goods, and especially tools, a fact of late game Victoria 3 where every major nation and GP has a surplus of at least a couple thousand tools just lying around. The same can be said for goods conjured ex nihilo. Production penalties are an absolute joke. The production penalty is completely disproportionate to the actual scale of a goods shortage if there is one, on the side of being too lenient. Actual demand can never exceed supply, if there’s a shortage, production just should not be allowed to occur past consumption of all resources produced within the economy.

Utility and Prices
Victoria 3 treats prices and utility as synonymous, as the value any good provides for consumers is based entirely on its base price. From a game balancing point of view, this makes a lot of sense. You don’t want to create a “best” good, because then everyone would try only produce that to satisfy pop consumption needs. From an economic perspective however, this is absurd. While market prices do in effect signal the utility a good provides, as consumers should theoretically only buy a good if its price was lower than the opportunity cost of their money, market prices are best thought of as distributional signals which balance supply and demand for any particular good in an economy. By simply removing the concept of base prices and allowing the price to float freely, price is suddenly no longer tied to utility. However, another problem with utility and price is the consumers.

Irrational Consumers
Rational consumers is an expectation often made fun of by economists and non-economists alike. However, even if we consider consumers to not be completely rational, pops in Victoria 3 take this to a whole new level. They do not adjust consumption at all in response to changes in price, instead, at least from what I’ve heard, they base it on relative production levels of goods. The most egregious example on why this isn’t a good system is heating, where in the early game wood will be extremely expensive due to the presence of your construction sectors. However, pops consume this good which is more expensive in preference to coal which provides the exact same marginal utility.

In introductory microeconomics, students will learn Hicksian demand, demand equalised for the changes in real incomes due to changes in prices. Hicksian demand aims to capture the change in consumer consumption patterns due to a change in price. You’ll also learn convexity in utility functions, which means that consumers will tend to prefer a mix of goods rather than a large quantity of a single good, which is exemplified in the Cobb-Douglas function. The change in relative consumption will move towards where the convexity of utility matches the effect of cheaper prices. Obviously, it doesn’t work like this exactly in real life. However, such a phenomenon can work to explain why people will purchase more expensive goods that serve the same function as a cheaper good so long as they are not perfect substitutes. The main issue with the Victoria 3 system is that all goods ARE perfect substitutes. Thus, based on economic theory, consumers should switch their consumption of goods to substitutes until prices are equal for equal marginal utility. Victoria 3 does not simulate this at all.

Business Cycles
A very key flaw in the economic design of the current game is that there is no such thing as a business cycle. In the time of great financial panics, booms where war economies were being maintained to sustain railway construction, the great depression, and the long depression, there is no business cycle at all to simulate this. Some mods have tried to remedy this by adding a couple events and journal entries to simulate a business cycle, but all these methods are superficial, trying to paper over game design that fundamentally disallows a functional business cycle.

By creating truly floating prices, and with a small adjustment in the investment pool, a simple Keynesian business cycle within the game can be established. Capitalists love certainty and will seek profit. They will thus invest in industries where productivity is very high. This can be modelled in game by having the investment pool construct buildings with a heavy bias toward the buildings with green productivity. This is rational economic behaviour. When prices in the economy only change slowly (perhaps £0.1 a week with size dependent on the scale of the goods imbalance) though, the nominal rigidities in the price of goods will cause capitalists to overinvest in certain industries which leads to a decline in prices. There will be a period in which more goods are being produced even while in oversupply. The price falls slowly, then all at once. The factories have been caught with their pants down and all they can do is lay off staff, cut costs, and shut down. With many workers losing their jobs, the overall demand in the economy contracts too. Other factories uninvolved in the bubble will see their revenues fall as less product is consumed and because prices will begin to dip. Depending on the scale of the bubble, general prices will either decline by a bit before the economy quickly recovers, or in the alternate case prices decline by a lot, and most industries struggle to stay afloat. Due to nominal inelasticity in wages, economic activity contracts significantly. What can be expected is that the least efficient factories (i.e. those will the least throughput) will shut down first. After enough factory shutdowns such that demand again exceeds supply, prices will start climbing again, and the economy will recover from the depression. This system also integrates welfare into the economy as an automatic stabiliser. By giving welfare to the recently laid off, general contagion in the economy is avoided. Cutting government spending under this system will also produce the disastrous effects of austerity that we’ve seen in modern macroeconomies. All of this can be simulated through two simple changes in the Victoria 3 economic system, making it very apparent fixed base prices are terrible for economic realism.

For any real business cycle theory believers, the game with these two changes can also simulate your theory, but I won’t go into more detail as I think me explaining the dynamics of a Victoria 3 business cycle has already gone on for too long.

For example, tool factories in general have a productivity of £50, so capitalists start building tens more tools factories. The factories are built and productivity declines to £40 because the same profit is being split among more workers and because the price has slowly declined. However, this productivity is still green, and so capitalists start building even more tool factories. This reaches a point until the least productive tool factories start losing money, and soon the most productive do too. Let us presume that in this case only the tools were a part of a bubble. The tooling industries start losing money, and they start laying off workers. The number of unemployed workers is not enough to significantly change the demand of goods in the wider economy, and after some factory closures the tooling industries quickly begin to recover and the unemployed workers quickly find work. Let us presume though, that now it wasn’t just the tooling industries that were in a bubble but 8 different industries at once which employ 20-30% of your work force. Once they start laying off workers, your demand for consumer goods starts quickly evaporating, and your least productive consumer industries start becoming unprofitable. Without any automatic stabilisers, contagion spreads throughout the economy, and soon the entire economy starts collapsing. Such a circumstance is viable in the game if only base prices were not a thing.

Sidenote: Historical precedent for this kind of system of overinvesting and overproduction within the Victoria 3 timeframe is abundant. During the 1920s, something like 40% of new cars remained unsold, yet production for cars was still increasing in the US. The influence of private credit and the collapse of global trade (which significantly decreased demand for American made products) also contributed to the later depression. Although this system can represent the disastrous implications of a trade war as demand for exports decreases, it cannot simulate retaliatory tariffs applied in a trade war. It also cannot simulate the tremendous influence private debt plays on our economies which I will discuss later in my final section.

Trade
Trade is integral to any economy. Under the theory of comparative advantage, countries should specialise in producing certain goods which they then export to earn the necessary foreign exchange to buy imports from other countries who have specialised in producing other goods. This optimises the efficiency of good production. I have it on good account that the game devs want to simulate the importance of global trade from them saying as such in their dev diary introducing companies. Why is trade never important in the game though? It’s because every single country has the exact same baseline price for any good. You would thus only ever export or import goods in the case of a shortage or surplus of a good. Companies in the game provide throughput efficiency. However, as of right now, due to the problem of base prices, throughput efficiency’s benefit is solely to increase the productivity of a factory and thus directly or indirectly boost the incomes and SoL of your nation. In real life, when nations are more efficient at producing a good, they can sell the product at a lower price and most often do. When a good is produced very cheaply in another country, it is imported into the country at that lower price point, undercutting most if not all domestic competition and providing great economic benefit to consumers and downstream industries utilising that product. When prices are homogenous, this cannot occur.

In a system without base prices, high throughput factories will produce lower price goods due to the simple fact that they have higher labour productivity and smaller unit labour costs. Companies serve to reinforce a country’s comparative advantage in boosting a certain sector’s throughput. Countries can import input goods, and export completed goods based on what their companies and industries are specialised in. This heavily incentivises players and AI to import everything that they don’t produce well and export everything they do produce well. All of this is accomplished through eliminating the system of base prices.

Furthermore, such a system will demonstrate some of the dynamics of globalisation we’ve seen in the late 20th century, and some of the drawbacks of free trade. To paraphrase from Professor Ha-Joon Chang, once you open the doors to free trade, your industrial development effectively stops. For the industries unable to compete against global competitors, they have no prospects, and their development stops before either shutting down, or being on perpetual government life support. Free trade gives all your country’s consumers an immediate surge in SoL as real incomes increase by getting access to cheaply made products around the world, but it will also destroy all industry in non-competitive sectors. It also allows for outsourcing of factories into countries with up to date technology and lower labour costs. In this manner, the incentive to protect certain darling industries which may be strategically important like military production or budding industries which are not yet fully developed can be demonstrated in the game. This increases the economic dynamism of the game through merely allowing prices to float rather than having base prices.

Of course, there is also New Trade Theory as described by Krugman and other economists, but as it relates heavily to my criticism of the way the game models production, I’ll discuss it as a part of my second thesis.

Money Itself Represents Real Economic Wealth
Money, as encapsulated by modern mainstream economic theory is merely a lubricant to exchange of goods and services. It is a medium of exchange and not an actual resource. This is even taken by neoclassical economists to the point whereby money is described as a “veil over barter”. The main problem with Victoria 3 in this sense is that money is an actual resource. When you get or spawn in money, you automatically spawn in an infinite quantity of resources. Thanks to being able to spawn goods ex nihilo out of the void, and because prices can only rise 75% above the base price, in many cases you’re just better off eating the 175% price for goods. Production penalties due to goods shortages makes this slightly unfair, as you’re not truly getting unlimited amounts of goods. However, have you considered giving this money to the people instead? There exists no such thing as a shortage for consumer goods. Pops will simply pay the 75% premium and potentially enjoy thousands of goods ostensibly not being produced yet contributing to their SoL.

Money is a fake resource and a medium of exchange, yet in the game when money is generated, real economic wealth is also generated. It should be that the real economic wealth in an economy backs up the value of money, which is why hyperinflation can occur, but in this game the value of money creates real economic wealth in a country. This is best exemplified by my go to early game strategy whereby I maximise taxes, cut spending, and run 10 more construction sectors than I can afford. I go into a massive iron shortage, cut everyone’s disposable income, and wreck the economy. In 3 short years my economy’s better than ever before. In real life, this level of deficit spending would not only cause inflation, but it would also not increase real economic wealth. The iron shortage indicates that the economy did not have the capacity to absorb the construction surge I saddled my economy with on game start. However, thanks to money itself being a real economic resource in the game, my strategy is reasonably optimal from a gameplay point of view.

There’s also the issue whereby free trade can generate free SoL by virtue of trade triangle doom loops. Country A will export a good to country B, which exports it to country C, which in turn exports it to country A. Because each trade route is “profitable”, each trade route generates real economic wealth despite nothing being produced, because they generate money. Trade should not be some weird rent extraction machine that somehow provides free SoL through questionable means but a means of maximising the efficiency of production through specialisation. Such a system whereby countries can export things in a doom loop is also because of base prices, but I will also discuss a system whereby this phenomenon is avoided altogether.

Thesis 2: Misunderstandings in Economic Growth and Development Economics
The model of growth in Victoria 3 seems almost like a carbon copy of the Soviet style of development, before it was adjusted by an anarcho-capitalist. You build factories and force workers to move to factory jobs to increase productivity. Afterwards, changing PMs becomes one of your three viable sources of productivity growth. The second source of productivity growth, economies of scale, incentivises building massive conglomerates that have monopolistic control over your market. The third source of productivity growth, companies, suddenly means you should grant your state owned monopoly to a private monopoly to administer instead. The only detriment to this style of development is MAPI, which discourages geographic concentration as local prices crater in your production megacity and soar everywhere else. Techs increase MAPI which make building these kinds of production megacities more and more viable late game, but this fundamentally misunderstands the reasons for, and growth of geographic concentration. Geographic concentration is also very different to the concept of economies of scale, and the game heavily misunderstands this. I will use these three points as the pillars for my argument.

Growth in Labour Productivity
For an economist utilising the Solow growth model, two things increase the size of the economy: growth in stock of knowledge, and growth in labour. Thus, economists will often multiply the two to derive “aggregate labour”. Why does growth in capital not grow the economy? It does, but in a neoclassical growth model, for any level of saving, growth in stock of knowledge, and growth in labour, capital will reach a steady state, the balanced growth path, whereby capital per unit of effective labour will be stagnant unless the savings rate changes. Using an endogenous growth model, in which spending on R&D can boost the growth rate of stock of knowledge in the economy, the above fact that economic growth is driven by growth in aggregate labour is still not changed. Economic growth year over year is driven by the incremental gains in labour productivity over time, and growth in working age population.

In the game however, the growth in knowledge stock is fully abstracted away solely into production methods which form the backbone of what makes your workers more productive. This is not accurate to real world economic development in the 19th and 20th centuries nor to economic. Carnegie steel, despite still using the Bessemer process, was producing more and more steel each year per worker for all its history. The same can be said for the entire US steel industry which produced more and more steel per worker each year across the entire 19th century. Very often it’s the incremental improvements in stock of knowledge and production processes that form a competitive advantage and serve to heavily boost worker productivity over time.

Production methods in the game should not form the foundation of productivity improvements. They should instead represent disruptions to prior modes of production itself. Factories and the investment pool should be able to invest in existing factories to improve the stock of knowledge and to boost their production. Simulating investment into R&D as captured by various endogenous growth models, investments into existing factories should increase the throughput efficiency of the factory. There should be a cap on the maximum throughput efficiency gain you can obtain based on these investments, representing the point where you’ve squeezed out all the potential for a production method. To increase production, you need to find a new method of production. The cap on throughput increase should be higher for more advanced PMs since they have more potential. These productivity improvements can be wiped upon the introduction of a new production method. In this way, the game can also simulate the declines in production that may occur when transitioning over to a radically new production process as new procedures and productivity improvements have yet to be figured out. This system also heavily alleviates the mid game issue of running out of population to industrialise which wasn’t an issue in real life. The reason for this was that economic growth was primarily driven by these incremental boosts in productivity, which the game would now capture.

For example, let us presume that there exists a textile mill of size 30. It has a base throughput of +30%. Now, let’s say it’s on dye workshops as a PM. This PM affords the 30 levels of building each a £3 million cap for throughput investment. Each million pounds provides a +5% throughput efficiency gain. Thus, by investing £50 million, you can get a 250% throughput gain, essentially tripling the production of the exact same textile mills through investments in productivity improvements on the same PM. Reading the details of this system, you might think it’s unfair that massive productivity improvements should be prioritised to the big factories. However, it is the fairest and most realistic. A key insight captured by Romer’s endogenous growth model is that the growth rate of knowledge is influenced by investor time preference, substitutability of inputs, R&D productivity, and the size of the population. The last one is what matters in this case. Following the details of the model, it should be the largest factories and the largest countries that capture the greatest boons from R&D. This plays out in real life too. Who do you think benefits the most from industrial agriculture or improvements in production lines? And who do you think comes up with innovations on them? Smaller farms and factories obviously have less of an ability to implement and discover these improvements. Furthermore, it also means that smaller countries should specialise in a far smaller range of industries than big countries, which also mirrors historical economic development. More on this will be discussed in the section about geographic concentration and New Trade Theory.

Another complaint I have about the way PMs are represented is the complete lack of structural unemployment and how when jobs are cut, they’re also added back as jobs which require higher qualifications. This isn’t very major and can mostly be ignored. To fix the issue of no structural unemployment, I believe that there should be slightly less higher qualification jobs than existed before as labourer jobs. They shouldn’t cut as many jobs as a labour saving PMs, but they should slightly reduce the number of workers to reflect the diminishing need for labour in technologically more advanced production as each labourer becomes far more efficient. They will struggle finding jobs, leaving them open for migration and working in the budding new industries you unlock later in the game, which should also help the AI open these industries. There should also be a slightly higher barrier for labourers to transition into higher qualification jobs. Unemployment then won’t entirely be frictional as it is in the current game.

Sidenote: The investment pool should have a heavier weight in investing in new resources that have been generated. This simulates the optimism and speculative mania that often surrounds new technologies (think dot com bubble and current AI hype), as well as making it so that AI will organically switch to new PMs instead of being stuck on the old ones. This process can also simulate the speculative bubbles of the Victorian age like the railway mania.

Geographic Concentration and New Trade Theory
Paradox heavily misunderstands and mismodels why geographic concentration occurs. I’ll admit that I do not know very much about this topic as I have neither taken classes on it nor wrote research on it, and I can’t be bothered to read a 50 page paper on the Geographic Concentration of Enterprise in Developing Countries. You can find it yourself by googling The Geographic Concentration of Enterprise in Developing Countries, Felkner and Townsend MIT UChicago. Although I don’t know much about the topic, I still know enough to contest Paradox’s implementation of concepts like MAPI. Let’s first discuss the problem with the concept of a “market price” prevalent throughout the entire market. What defines this market price? Would it be something like the spot price on an exchange like the LME? Or would it be the average price of a good across all local markets? Paradox says neither. Though considering how the stock exchange tech gives you +10% MAPI, I feel it prioritises the former definition. The market price is the price determined by the supply and demand of goods throughout the entire market. Local markets have prices based on this market price and then partially through local supply and demand. Instead of a bottom up system of price discovery, this is purely top down. It also fails to capture the market dynamics shaping local prices. Any town or city cannot produce all the products it consumes, thus a large proportion of the goods consumed are imported. Does this mean you pay the going market rate and more or less depending on if your place of residence produces a good or not? Not at all. Why not is pretty apparent. The local producers of a good are often far less efficient in production than big multinational chains who benefit from massive economies of scale. They don’t shape your local costs at all. What determines the price you pay is the cost of production, the transportation cost, and the markups applied in each step of the trade. MAPI thus runs counter to reality.

From a gameplay point of view, I can understand wanting to encourage vertical monopolies to simulate geographic concentration which I will discuss shortly. I can also understand wanting players to spread production across different states, at least in the early game, so players don’t build 5 megacities that supply the entire rest of the country. Instead of keeping MAPI though, which fails to model the dynamics shaping local prices, a shipping feature can be added. This serves to emphasise the importance of railways and better port infrastructure which was critical to the development of the economy during the Victorian age. States with local supply surpassing local demand will attempt to offload the excess production onto other states. States where local demand is greater than local supply will attempt to import the shortage from the closest state in the same market, or a different market with an active import route. However, for each unit of goods being shipped, there is a necessary consumption of the transportation good (let’s say 0.25 transportation per good being shipped) for each state that the good passes through. This makes building transcontinental railways vital for the United States’ and Russia’s development just as it was in our own timeline. This also means that better rail infrastructure which means cheaper and more abundant transportation will mean cheaper goods which allow you to build megacities late game. It also means however, that the megacities of production cannot be concentrated all in one place, as then the state on the other side of your country will be stuck paying sky high prices for goods due to excessive transportation costs. Without rail infrastructure and the transportation good, the costs for moving goods across states is very expensive, and so states are only able to ship goods across one state at tremendous cost. This means that in early game Victoria 3 without railways, your economy is extremely fragmented between states which effectively operate their own local economy. This is akin to pre-industrialisation England where different communities developed functionally independent languages and different economies due to lack of widespread intracountry trade. This is merely the process for landlocked states.

For states with a port a slightly different system is in place. Ports instead of being government owned and run and purely loss making will be run like railways. There will be a market price for the price of a convoy. For each sea tile a good needs to be transported, the more convoys are needed to be consumed for each good. For example, let’s suppose that a good needs to be transported from London to New York and there are four sea tiles between them. Each convoy can transport 10 goods, and an extra convoy is consumed for each sea tile the trade route passes through. This simulates how shipping goods by sea also incurred costs and avoids the doom loops that occur on free trade when shipping is free. As port infrastructure naturally improves with greater techs, convoys become cheaper and cheaper and global trade will thus naturally increase. This system also makes the canals potentially profitable, as money can be charged for each convoy passing through the canal as a sea tile which does not consume a convoy. In this way the convoy savings from using the canals enriches both the canal holder as well as the buyers and sellers of goods as shipping costs decrease. In terms of mixing land and sea transportation, in the case of a landlocked state whose closest import state is a landlocked state across a sea, it will simply use the above processes as described based on the route the goods must take.

Another benefit of this system is that it simulates the economic theory of trade gravity. Trade gravity is a model formed around the econometric observation that countries tend to trade more with countries that are nearby rather than countries that are further away. One possible explanation is due to transportation costs being lower, while another is based on a theory of trade frictions, and another is based on a theory of geographical and cultural/historic ties to countries closer to you. There is no unified explanation for why it occurs, but a very strong tendency for it has been shown. The game, however, can demonstrate it so long as it follows the above system of trade.

Let me now move on to another problem with the way the game models geographic concentration. Geographic concentration primarily occurs because industry seeks to position itself near 3 things: qualified workers, intermediate goods, and transportation infrastructure. There is also a fourth benefit which is spillovers in knowledge and innovation. Positive feedback loops reinforce this cycle, which cements certain places as hubs of manufacturing. Let me demonstrate these points with a couple of examples.
Silicon Valley is the hub of computing and technology in the world because it has a large pool of qualified tech workers that live there. This was because Stanford students lived in the area where the university established an industrial park. These students went on to create tech firms which attracted qualified tech workers around the country to Silicon Valley. This large concentration of tech workers in Silicon Valley encouraged all the big tech firms to headquarter themselves there, attracting even more tech workers.
Pittsburgh was once called the steel city. The reason for this was because Pennsylvania had a large coal and iron industry which led to Carnegie Steel headquartering itself there. This meant that steel workers moved to Pittsburgh to obtain a job, meanwhile the production of steel drove up the demand for iron and coal, which meant that even more intermediate goods for steel were being produced.
Detroit and Michigan’s access to the Great Lakes in the age of the steam ship meant that industrial production could be cheaply shipped across the country and world. Cheap shipping meant industry could concentrate within the one city. Infrastructure was built to facilitate the Detroit car industry including a dedicated rubber and steel supply chain. This meant that car manufacturing was most easily and cheaply done in Detroit, which only strengthened the established supply lines, meaning there was even more benefit to car manufacturing in Detroit.
All three cases also benefitted from knowledge spillovers and transfers, in which nearby situated competitors can learn from each other increasing efficiency and surpassing the efficiency of those locked out of the ecosystem built up around a particular industry. (This only further demonstrates why throughput efficiency bonus from investment should be capped based on factory size).
The game fails to capture this. Increasing the requirements to transition to a new job and introducing new job types should address the first issue (though there are lag concerns with the latter). The proposed system of shipping should fix the second issue, but giving intermediate goods buildings small throughput bonuses to their final good’s factories should strengthen this effect (such as iron mines giving steel mills a 0.1% throughput bonus per level or engines giving power plants a 0.1% throughput bonus per level). The last issue can be resolved by giving established trade routes a ticking discount on cost based on how long it has lasted as well as giving more states the natural harbour terrain modifier. These harbours will produce cheaper convoys, allowing for cheaper exports from certain states’ factories. (Also, you really have to let the Great Lakes have harbours).

Let me first explain what New Trade Theory is. In the Cobb-Douglas function, which underlies a relatively large portion of macroeconomic analysis, production is presumed to have constant returns to scale. Essentially, if you double the labour and capital inputs, assuming the same stock of knowledge, your outputs should double. New Trade Theory states that investments in certain industries bring increasing returns to scale. This means that even countries with identical levels of comparative advantage still benefit from trade. This is because of economies of scale. Thus, the cap for investment in industry should be massive, encouraging countries to really specialise in just a handful of niches which they export. Even big countries should not be able to specialise in every industry. Smaller countries can afford to specialise in even less industries as they have less labour and capital. If they want to maximise their economies of scale, they can only focus on a couple of specific niches. For instance, I often make fun of Korea for playing themselves, making themselves into a modern day cyberpunk dystopia due to its economic development style of utilising national champions. Based on the economics of New Trade Theory, South Korea’s focus on a few national champions produced a market dominance which meant they could achieve massive economies of scale and specialisation. While they were still protected from outside competition, they rapidly developed a market dominance that meant they could compete with foreign companies which also had economies of scale. Once the South Koreans embraced free trade, these companies were competitive in the global market. Economies of scale is also represented poorly in the game, which I will discuss in my final section about competition, monopolies and economies of scale.

Sidenote: GDP calculation is based on market prices and not state prices, so increasing MAPI, which has the real effect of decreasing prices for many people and boosting real GDP has no effect on GDP. Granted, this complaint is superfluous.

Competition, Monopolies, and Economies of Scale
The game does not model market competition at all, nor does try to. I don’t fault the game for that. Creating an implicitly tiered system of factories by factory throughput where some are more productive than others and some fold in a recession essentially simulates how unproductive businesses die. The way the game rewards you for creating companies that have a monopoly over your entire industry though, is a very large issue. Monopolies have various deleterious effects on a national economy. Foremost is that a monopoly has no incentive to innovate. Their sole purpose is to extract rents from the economy to enrich their owners. They also have market power, meaning prices are not placed at an optimal level, but instead at a level which maximises profits for the monopoly. The substitution effect is often used to describe how consumers will switch to using substitutes if the price changes. What’s often not considered is how inputs are also subject to the substitution effect. When goods are priced too high, some uses for a product which may bring massive societal benefit are made unavailable. This is the case with long distance communication. The advent of the internet was in large part driven by the massive reductions in cost of telecommunications brought about by the destruction of AT&T. None of this is simulated in Victoria 3. Instead, if someone were to attempt to learn economics from Victoria 3, they would walk away thinking monopolies were good. To fix this, companies in Victoria 3 should switch between two modes: rent-seeking, and competitive. Under a rent-seeking mode, which they will automatically switch to if they control over 50% of the supply of a good, they will increase prices and cut production to maximise profit. They won’t reinvest any profits into increasing productive efficiency and they give massive payouts to the workers of the company headquarters. If the company is competitive, they should reinvest most of their profits into increasing throughput efficiency, with a smaller proportion going to the investment pool and paying their workers. There should also be a new economic law on monopoly regulation which prevents rent-seeking behaviour from emerging at all if passed.

Paradox’s current economies of scale system is extremely bad. Also, why does government control necessarily lower the economies of scale of a business? If anything, government run companies in the Soviet style have the biggest economies of scale because they were functional monopolies. The reason they were inefficient and why government run firms are inefficient in general is because when firms are monopolies without competition, or when they’re shielded from competition, there is little reason to innovate or invest in firm operations. The reason Soviet growth slowed in the 60s and 70s isn’t because everything was owned by the government, but because they weren’t making the iterative improvements that contribute to economic growth. After everyone was moved from a farm to a factory, the factories’ productivity almost did not grow at all. This was because they were functional monopolies, and with government support, there was very little need to innovate. If there were a way for governments to create market competition, select the best ideas, implement these ideas, and allow for the firms which implement the best ideas to grow while the bad firms are destroyed, then government control is identical to private control. Of course, there is no way to know ahead of time which idea is the best idea. This can be represented in game by disallowing or severely reducing the efficiency of direct government investment into buildings. As for any economy of scale bonuses, the bonus for a building perhaps can match the highest ownership level for a building. So, for instance, a level 50 building with 30 levels owned by a single company will produce a 30% economy of scale bonus. This is because economies of scale are for single businesses which can centralise fixed costs and spread them out across the massive quantity of goods they produce. However, I also think there is decent enough reason to fully abolish economies of scale as they exist now. The bonuses and systems I have listed above already benefit high building levels enough.

Fiscal Policy and Monetary Policy

Fiscal Policy and Government Debt

The problem with fiscal policy as represented in the game is the complete lack of any depiction of crowding out. Buying government debt is not represented as the investment that it is. When people save money for a rainy day fund, they don’t buy government bonds with that money. They save it as cash. Government debt is an investment, and so government deficits should be financed via the investment pool and not the cash reserves of buildings which I think are ludicrously high. Generally, businesses don’t like having massive piles of cash just sitting around in their vaults doing nothing. They will either attempt to invest that money or hand it out to investors in the form of dividends. This has only changed in recent years because of pro-business policies that encourage supply and not demand and the GFC. It’s because of a lack of demand which means companies cannot expand operations that they are sitting on a massive pile of cash and liquid investments: $100 billion in the case of Apple. The primary effect of this change means that as the investment pool is what contributes to growth in productivity, the government deficit constrains private investments. This simulates the crowding out effect.

Monetary Policy
I’ll be honest, I have 0 clue how the monetary system works in Victoria 3 and so I won’t speak too much on it. However, I think there should be consideration for a private debt system. Banks create money upon issuing private debt. This is simultaneously a good and a bad thing. It’s private debt which can cause an extended depression because it’s too high. There is also debt deflation as described by Fisher. However, good loans can finance investments and consumption that drives productive growth in the economy. An implementation of a private debt system should be considered.
 

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Agreed, when I heard Vicky 3 was going to be an econ-focused game, I was hoping these would be the mechanics the game was focused on. The absence of actual movement and existence of goods and services is the most egregious to me, but I also appreciate you suggesting that companies switch between "competitive" and "rent-seeking" modes.
 
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Frankly i find that the Paradox team needs to be applauded strongly for the way they abstracted something that is highly complex and could never really be modeled perfectly lest to speak about not grinding your super duper mega game computer to a halt. You set the standards way to high and simply on an unrealistic level. I think they did a brilliant job, yes there are many things to be said about the abstraction but i'm many aspects its also clever. The abstraction allows a great number of varried strategies to be played out that are not necessarily made obvious even but which finds its parallel in predatory economic thinking.

It's a game, and the devs need to consider that, its not a hard core economic simulator. But then there exist no hardcore economic simulator, the market of economic games is very bare and no company will even try doing what paradox did here, it might not be the perfect but arguably as a economic game its simply the best ever made and by a huge stretch too. So again, preach, but this is just asking way to much. heck its for this reason that i find the thread title practically offensive, this game should really be praised for the cleverness of its abstracted economic model, not looked down upon trough held standards that are simply unrealistic and which are not to be held to other game company's that shy from such a daunting task.

Whatever game company can try create a economic model for game purposes, and it just cant be perfect, so there will always be pedantics who say "yeah but actual real economics work like this and that", thats really not utilitarian feedback, the devs know that too and are probably concious of many of the matters you raise but i dont think you manage to put yourself in their shoes here.
 
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Frankly i find that the Paradox team needs to be applauded strongly for the way they abstracted something that is highly complex and could never really be modeled perfectly lest to speak about not grinding your super duper mega game computer to a halt. You set the standards way to high and simply on an unrealistic level. I think they did a brilliant job, yes there are many things to be said about the abstraction but i'm many aspects its also clever. The abstraction allows a great number of varried strategies to be played out that are not necessarily made obvious even but which finds its parallel in predatory economic thinking.

It's a game, and the devs need to consider that, its not a hard core economic simulator. But then there exist no hardcore economic simulator, the market of economic games is very bare and no company will even try doing what paradox did here, it might not be the perfect but arguably as a economic game its simply the best ever made and by a huge stretch too. So again, preach, but this is just asking way to much.
What strategies does it allow to play out? Their abstractions constantly get in the way of gameplay mechanics and immersion.

Also I’m sorry but I don’t believe there was not a smarter way to handle the design for this game on modern CPUs, this is just a statement that’s thrown around a bunch. Both of our statements are impossible to prove without a dev publishing or walking us through their implementation and design history, but you’re just making a statement without evidence, then applauding them for that statement being true. Where is the bulk of the compute happening? What gameplay am I getting for the CPU cycles?

Edit: Which -> where
 
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What strategies does it allow to play out? Their abstractions constantly get in the way of gameplay mechanics and immersion.

-Labor intensive versus capital intensive industry with metrics like labor cost in mind. Exploitation of low cost labor on one place while having rising wages and labor competition elsewhere.
-Monopolization of markets or industries either by the nation or the state
-economic boycot, both internally aswell as external markets, manipulation, flooding and crashing
-compettitive advantages for the function of trade
-trough trade, or the act of buying something from country A and selling it to country B making a profit in between withought being engaged in its production

Just to name a few.

But these things, very cleverly imho, are not so much a clear and presented feature, but exist under the hood for the economically savy to explore. And thats what i love about it, that it presents you with a game that seemingly plays out simple and will push most players on a simpe autartic route, but that in fact the better strategies are more under the hood and intricate and requires some savvy. The game has many features in that way that i believe many "never descover", because irt's not made obvious, but that rewards a player for his cleverness and savy and thats very good imho.

Also I’m sorry but I don’t believe there was not a smarter way to handle the design for this game on modern CPUs, this is just a statement that’s thrown around a bunch. Both of our statements are impossible to prove without a dev publishing or walking us through their implementation and design history, but you’re just making a statement without evidence, then applauding them for that statement being true.

But where is the competition then, who even is the competition? Show me some other company who tried to model complex economics into a game to this degree in the last decade? There is no lack of first person shooters or Or Rpg games, but AA titles who heavily feature economics? Nah. What is your standard, other than a concept of what a perfect game would entail? There exist no game on the market that does what the Op wants and Vicky is the only one which comes close by a mile.

The thing is, computation wise, that i can always things to add to the economical model of vicky that would take even more computations, and its easy to feel that when constantly adding things you would logically easily hit a wall of what pc power can offer.
 
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Frankly i find that the Paradox team needs to be applauded strongly for the way they abstracted something that is highly complex and could never really be modeled perfectly lest to speak about not grinding your super duper mega game computer to a halt. You set the standards way to high and simply on an unrealistic level. I think they did a brilliant job, yes there are many things to be said about the abstraction but i'm many aspects its also clever. The abstraction allows a great number of varried strategies to be played out that are not necessarily made obvious even but which finds its parallel in predatory economic thinking.

It's a game, and the devs need to consider that, its not a hard core economic simulator. But then there exist no hardcore economic simulator, the market of economic games is very bare and no company will even try doing what paradox did here, it might not be the perfect but arguably as a economic game its simply the best ever made and by a huge stretch too. So again, preach, but this is just asking way to much. heck its for this reason that i find the thread title practically offensive, this game should really be praised for the cleverness of its abstracted economic model, not looked down upon trough held standards that are simply unrealistic and which are not to be held to other game company's that shy from such a daunting task.

Whatever game company can try create a economic model for game purposes, and it just cant be perfect, so there will always be pedantics who say "yeah but actual real economics work like this and that", thats really not utilitarian feedback, the devs know that too and are probably concious of many of the matters you raise but i dont think you manage to put yourself in their shoes here.
Man, Vic3 could have been the HOI of economics- where HOI strips every other mechanic to max abstraction in order to focus entirely on the war mechanics, Vic3 could have done that for the economy. Except they stripped the war system down to what turned into a micro-heavy abstraction that you could neither interact with positively, nor could you ever take your eyes off lest you invite disaster from a split front or something, they turned politics into a RNG generator where you’re just working towards the objectively best laws, and the economy STILL gives you almost no way to interact with it except to build the same buildings every game, and to arrange import/export routes. Again, if you think about HOI as “Great War system at the cost of everything else”, and compare that to Vic3, does the Vic3 have as much invested into its econ/politics as HOI does its combat? Do the econ/politics of Vic3 demand as much interaction, and with similar level of fun and reward? The answer is no
 
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Frankly i find that the Paradox team needs to be applauded strongly for the way they abstracted something that is highly complex and could never really be modeled perfectly lest to speak about not grinding your super duper mega game computer to a halt. You set the standards way to high and simply on an unrealistic level. I think they did a brilliant job, yes there are many things to be said about the abstraction but i'm many aspects its also clever. The abstraction allows a great number of varried strategies to be played out that are not necessarily made obvious even but which finds its parallel in predatory economic thinking.

It's a game, and the devs need to consider that, its not a hard core economic simulator. But then there exist no hardcore economic simulator, the market of economic games is very bare and no company will even try doing what paradox did here, it might not be the perfect but arguably as a economic game its simply the best ever made and by a huge stretch too. So again, preach, but this is just asking way to much. heck its for this reason that i find the thread title practically offensive, this game should really be praised for the cleverness of its abstracted economic model, not looked down upon trough held standards that are simply unrealistic and which are not to be held to other game company's that shy from such a daunting task.

Whatever game company can try create a economic model for game purposes, and it just cant be perfect, so there will always be pedantics who say "yeah but actual real economics work like this and that", thats really not utilitarian feedback, the devs know that too and are probably concious of many of the matters you raise but i dont think you manage to put yourself in their shoes here.
I readily admit that it's very hard to create a game, and some level of abstraction must be done. I'm not suggesting the devs read about or implement some system such as the dynamic stochastic equilibrium peddled by Neo-Keynesians, but the game violates economic principles in quite a few ways. I spent about a week thinking through possible solutions to these problems with my first consideration being what is the least calculation intensive way to bring this closer to historical reality, the second was how to do it while implementing the least amount of new features. The part about the economy being fundamentally broken is a comment on how a couple systems underlying the game bring it so far from economic and historical reality. It's very easy to sit back and criticise, and even think of improvements once a product is already launched. It's infinitely harder to create a system from scratch. While I acknowledge the effort and skills of the devs, it's also important to consider the ways in which the game's economy is fundamentally broken, unsatisfying, and inaccurate. I thought through the improvements I suggested throughout the thread very carefully and these improvements fundamentally make the game's economy more accurate and more fun.
 
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Yes, but is it fun?
Absolutely.

I get that war is a major flawed aspect in the game right now, and it's getting attention, but this post also highlights economic problems in the game, if they were fixed the game would be far more interesting.

I'd rather spend CPU power on an actual simulation with very deep, complex mechanics, than tracking the race & religion of the 2 pops that live in alaska.
 
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I think you made a lot of stellar points but I also believe almost all of these could be fixed with some adjustment and some sleight of hand. This is a game after all and not a perfect economical simulation and some cause and effect can be abstracted or shorthanded without taking all the steps between. However developers would need to make some radical changes in gameplay loop for the economic facet come to fore.

One example of this is money, I definitely think this is an issue (alongside with qualifications) that makes economic development too linear and basically same across all playthroughs despite playing different countries with vastly different circumstances at start. Because all countries have access to effective capital for development through perfect taxation systems and centralized investment pools and because most any country can employ any building they (or others) build. Some countries had chronic shortage of capital which really prevented them from developing their industries or lack of qualified personnel to employ in said industries which made them reliant on exporting raw agricultural goods, even which they were doing so less efficiently than others because they lacked the capital to develop their infrastructure (such as railroads).

Still, changing this to be more accurate by limiting access to capital by shifting it more into pops and decentralizing said pops while also making qualifications harder to attain so that peasants can't be turned into clerks and machinists or even engineers and academics en masse would also dramatically alter the gameplay even if (I believe) its implementation would not be too difficult on technical side of things. Similar things can be said about some basic changes to things like capital investment to implement new PMs, making institutions and infrastructure not be countrywide by default but require presence of government and construction to have in effect and others that aren't technically difficult or especially detailed in terms of simulation.

So here we have to talk more about what the developers are trying to go for in terms of their gameplay goals, not just how well simulation works from a technical standpoint (performance limitations aside). Because I think there are a lot of small adjustments that the developers could make that would cascade into shifting the gameplay drastically and have the pieces fall into place. Because just making so that capital and qualifications are more scarce, trade specialization more required, institutions less immanent, infrastructure more necessary would necessarily force game into a more core-periphery economic development gameplay, which would not make everyone playing their own little autarky possible.

I believe developers simply don't want to make this happen, as they think if they disconnect the game from its core construction and economic development loop, which necessarily requires an effective capital, qualification and self-sufficiency as a baseline (like a Civilization game, in essence) because they believe this is the gameplay that Victoria 3 is providing with its politics and economics dynamics. Now I don't know how true this is because I don't know why and how thousands of people who play Victoria 3 play and developers have better data on this regard but I certainly think the fundamentals of Victoria 3 are strong enough that it could truly be a game with best emergent economic gameplay if they just took the decision to shift its gameplay focus with a few game design and balance choices.

I also want to say that this being a political and economic game set in Victorian era, capital, human capital, government reach, logistic and infrastructure limitations and core-periphery economic dynamics really should come at the fore of development priorities if it wants to be a good game and a good simulation. Even before some other well-put criticisms about misrepresenting very real and very important economic dynamics such as consumer behavior (which is probably truly difficult to implement that this requires the supply-side decision as a shorthand) or government ownership lowering economy of scale (which is a strange balance decision so that government owning everything isn't the best way to play the game but this could be done different). Not that I am against further improvements to simulation, especially in terms of base price, trade and POP behavior dynamics but I think that should be done after the aforementioned changes and might not even be needed bring change to economic dynamic (at least for the apparent implementation costs).
 
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Man, Vic3 could have been the HOI of economics- where HOI strips every other mechanic to max abstraction in order to focus entirely on the war mechanics, Vic3 could have done that for the economy. Except they stripped the war system down to what turned into a micro-heavy abstraction that you could neither interact with positively, nor could you ever take your eyes off lest you invite disaster from a split front or something, they turned politics into a RNG generator where you’re just working towards the objectively best laws, and the economy STILL gives you almost no way to interact with it except to build the same buildings every game, and to arrange import/export routes. Again, if you think about HOI as “Great War system at the cost of everything else”, and compare that to Vic3, does the Vic3 have as much invested into its econ/politics as HOI does its combat? Do the econ/politics of Vic3 demand as much interaction, and with similar level of fun and reward? The answer is no

I think the answer is that you havnt played out a number of strategies to see the difference other than what most see as "the meta strategy", which actually doesnt exist. There are no best laws, there is no "1 and only way to grow the economy", there are different styles even with politics in mind and all have their advantage.

Going very liberal, or very socialists, can have its advantages, and yet going very tyranical and opressive can so to.

Like just an example of what for many might be something that goes under the hood and which they havnt possible understood the meaning off:

This is a cotton plantation in italy:
campaniacotton.jpg


Note the wages, its close to 900£ per 5000 workers. low profitabillety as a result when selling at -23% price

this is cotton as produced by the slaveholders in Arkansas:

arkansasslavecotton.jpg


were down to 530£ per 5000 workers here, but the cotton is selling at -75% and is not profitable. But opression wise these slave holders in Arkansas are but amateurs really.

This is what some proper exploitation looks like:
danishcotton.jpg


200£ for 5000 men employed. Thank you 0 tolerance, there are times ill gladly go more fash to keep that sort of thing under thumbs. Are we talking about things like competitive advantages? if this was selling at -75% market price it would still be a 120£ in profit, you can derive that from the previous screenshot.

Laborcosts are not all the same all across the world, but its a bit under the nose and it might require rather adapted strats to make the most of it. For the purpose of trading, it will go easily for that price, competitive advantage achieved there. But your not necessarily exploiting such things trough your typical build strategy where people prefer to tax and where well payed citizins are rather a plus then, otoh the tariff and dividend potential can be pretty extreme with such things. But there is a lot to take a closer look at before you know how to best exploit it. But maybe i need to run a game as Belgium and show just what insane things can be done with colonial exploitation of rubber in combination with a few companies, im just a bit hesitant about that one simply because i'm a Belgian but OH BOI. Like its one thing to have these cheap wages on something which brings in a relative nice but limited revenue as a product, there simply quite a bit more revenue you can push out of rubber while maintaining such cheap wages, more of a profitspread so to speak, and that only increases if supplying resource industry are around locally like engine production supported by the throughput benifits of a company so it outweighs throughput penalty to factories under colonial exploitation. One can even have, for a damn change, some actual high profit railways turning in rather meaty dividends too. Because your railways usually get dumped under wage and the consequent rising wages, but at such laborcost well there is suddenly a lot more margin especially if we force the rubber plantations to pay some extra for the transport.

Ah railways. i dont know how many people have tried that one out, but there is an argument to say that when your a coastal country, you should go ports for your infrastructure instead railways. Sure ports cost money but so does subsidized rail, but you can get a tariff revenue great enough out of the ships that ports provide that does outweigh its cost. but i see relatively few players who really explored a more tariff focused game.

there is a lot of "hidden opportunity" in this game, this is just an example of it but it does not present itself so obviously to the player, the player needs to analyse his potential strengths and best capitalize on it and that can take varied routes that are quite different from the other. I simply adore the fact that the game manages to reward the player for finding opportunity which it has hidden all over the game, the kind of opportunity that requires some savy predatory thinking as to exploit to its best and most opportune use. i think thats what you ultimatly want to achieve with a economic game for the purpose of fun, that there is somewhere are general strategy that most players work and works to a fair degree in most cases but that you really arnt playing the game to the fullest if your not concious that there are likely special opportunity's hidden for you easily withing grasp that can give you more of a early boost.

there are many more of these instances, where it shows that there is a clear progression from being a player who is adapt to playing the game to further mastery of the many special tricks and manipulations that can be done in the game to ones advantage, tricks that very often resemble predatory or highly opportunistic economic thinking very well and have real life counterparts. I guess i feel that the Devs have thread a carefull line with this, and really found an model of economic abstraction that is logically within limitations but otoh offers a scope of economic gameplay and strategizing that no competitor ever even come close to.

And i'm having tonloads of fun with this game, i'm exploring new strategies every day, i'm utterly hooked. Indeed i'm in fact kinda pissed that the game is often seemingly given a bad rep, i feel its not honest and realistic regarding the nature of these games and as such i feel Vicky 3 is a really critically underated game. It's not about paradox simping, i just truly really really love this game and the recent changes only made it better and better. paradox has my money for all the next DLC's to come.

Paradox is in my book pretty skilled in making a game fun by making it playable and understandable for the new player but hidden with special tricks and features that can be mastered and exploited. Your beginning EU4 player looks at Swedens +20 infantry combat abbility in combo with its dicipline and thinks "fine, ok", the veteran player thinks to himself "oh my god paradox what have you done, the synergies ... its insane ... oh right its Sweden". Boy did they manage to smother Scandinavia with special throughput modifiers in this game too, i think Paradox is really hinting at me that Norway would be an excellent place for some gigantic surströming production, got to know what your looking at and what it can be worth when you see it lol. Paradox really only had to utilise that principle with the multitude of directiosn that predatory thinking could go into, and that makes for a very fun game of economic exploitation in my book even if its not perfect. But i bet anyone could think of a ton of features any economic game could use, like banking or stock exhanges or speculation and the likes, economics in real life is very complex and feature rich and even then subject to different interpretations how things work and ought to work laden with a sort of economic propaganda at times, which makes discussions about economics and how things ought to run in any model subject even to ideological debate as to what would truly constitute realism, and i think Paradox has to avoid going to deep into that kind of thing.
 
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I think the answer is that you havnt played out a number of strategies to see the difference other than what most see as "the meta strategy", which actually doesnt exist. There are no best laws, there is no "1 and only way to grow the economy", there are different styles even with politics in mind and all have their advantage.

Going very liberal, or very socialists, can have its advantages, and yet going very tyranical and opressive can so to.

Like just an example of what for many might be something that goes under the hood and which they havnt possible understood the meaning off:

This is a cotton plantation in italy:
View attachment 1271838

Note the wages, its close to 900£ per 5000 workers. low profitabillety as a result when selling at -23% price

this is cotton as produced by the slaveholders in Arkansas:

View attachment 1271839

were down to 530£ per 5000 workers here, but the cotton is selling at -75% and is not profitable. But opression wise these slave holders in Arkansas are but amateurs really.

This is what some proper exploitation looks like:
View attachment 1271844

200£ for 5000 men employed. Thank you 0 tolerance, there are times ill gladly go more fash to keep that sort of thing under thumbs. Are we talking about things like competitive advantages? if this was selling at -75% market price it would still be a 120£ in profit, you can derive that from the previous screenshot.

Laborcosts are not all the same all across the world, but its a bit under the nose and it might require rather adapted strats to make the most of it. For the purpose of trading, it will go easily for that price, competitive advantage achieved there. But your not necessarily exploiting such things trough your typical build strategy where people prefer to tax and where well payed citizins are rather a plus then, otoh the tariff and dividend potential can be pretty extreme with such things. But there is a lot to take a closer look at before you know how to best exploit it. But maybe i need to run a game as Belgium and show just what insane things can be done with colonial exploitation of rubber in combination with a few companies, im just a bit hesitant about that one simply because i'm a Belgian but OH BOI. Like its one thing to have these cheap wages on something which brings in a relative nice but limited revenue as a product, there simply quite a bit more revenue you can push out of rubber while maintaining such cheap wages, more of a profitspread so to speak, and that only increases if supplying resource industry are around locally like engine production supported by the throughput benifits of a company so it outweighs throughput penalty to factories under colonial exploitation. One can even have, for a damn change, some actual high profit railways turning in rather meaty dividends too. Because your railways usually get dumped under wage and the consequent rising wages, but at such laborcost well there is suddenly a lot more margin especially if we force the rubber plantations to pay some extra for the transport.

Ah railways. i dont know how many people have tried that one out, but there is an argument to say that when your a coastal country, you should go ports for your infrastructure instead railways. Sure ports cost money but so does subsidized rail, but you can get a tariff revenue great enough out of the ships that ports provide that does outweigh its cost. but i see relatively few players who really explored a more tariff focused game.

there is a lot of "hidden opportunity" in this game, this is just an example of it but it does not present itself so obviously to the player, the player needs to analyse his potential strengths and best capitalize on it and that can take varied routes that are quite different from the other. I simply adore the fact that the game manages to reward the player for finding opportunity which it has hidden all over the game, the kind of opportunity that requires some savy predatory thinking as to exploit to its best and most opportune use. i think thats what you ultimatly want to achieve with a economic game for the purpose of fun, that there is somewhere are general strategy that most players work and works to a fair degree in most cases but that you really arnt playing the game to the fullest if your not concious that there are likely special opportunity's hidden for you easily withing grasp that can give you more of a early boost.

there are many more of these instances, where it shows that there is a clear progression from being a player who is adapt to playing the game to further mastery of the many special tricks and manipulations that can be done in the game to ones advantage, tricks that very often resemble predatory or highly opportunistic economic thinking very well and have real life counterparts. I guess i feel that the Devs have thread a carefull line with this, and really found an model of economic abstraction that is logically within limitations but otoh offers a scope of economic gameplay and strategizing that no competitor ever even come close to.

And i'm having tonloads of fun with this game, i'm exploring new strategies every day, i'm utterly hooked. Indeed i'm in fact kinda pissed that the game is often seemingly given a bad rep, i feel its not honest and realistic regarding the nature of these games and as such i feel Vicky 3 is a really critically underated game. It's not about paradox simping, i just truly really really love this game and the recent changes only made it better and better. paradox has my money for all the next DLC's to come.
You talk about the hidden opportunities in the game, but you're not thinking about how by implementing the changes I've detailed, the builds you've listed only become more unique. You can abuse low wages in other countries to produce low cost goods which you can then import. You can also intentionally keep wages low to keep good costs low so your upper strata can truly reach 100 SoL. You're blindsided by what you view as the unparalleled opportunities the game presents that you somehow manage to ignore the fact that the changes I've suggested only reinforce your unique, non-meta gameplay styles. Tariffs can be made more unique by allowing them to provide infant industry protection as well as being a lot of other things. Forcing the rubber plantations to work in slave like conditions under colonial exploitation in an extraction economy means +50% throughput. With a system without base prices, this rubber will be a cheap fuel for your economy. Instead of trying to praise the game, you should instead think about how potential improvements could help you enjoy the game more. The main issue with the game's lag also isn't going to be the relatively miniscule amount of extra calculation that the changes I propose will bring, but it is a function of the pop system. Each individual pop group (occupation, culture faith) runs calculations separately. This is what causes the most lag in games and why all the best anti-lag mods increase assimilation to reduce lag. A state running calculations to see which state is closest (which doesn't even need to be a calculation, it can just be a search through an index with O(n)) for a good import should theoretically cause about as much lag as a group of 5k factory workers in New York with different culture. Though that's just a guess as I'm not a dev and I don't know much about the way the game handles calculations.
 
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Instead of trying to praise the game, you should instead think about how potential improvements could help you enjoy the game more.

But i am, i'm making suggestions to the devs as how i think they can improve the game, plenty of it too. But i'm sensitive to overly negative sounding threat titles and feedback, because theres a fair bit of it and imho theres a lack of people actually discussing intricate strategies that are fun within the game that in comparison to the sheer fun i have with the game really sounds utterly unfair. "fundamentally broken" economics as a feedback in my book just gives a criminal lack of praise to the achievement of actually making a fun economic game of this scope in a world barren of such products, and i react negative to that. Yes its some reflection on "how you present your feedback", and this presentation of yours i find abhorrent. yes i did not read all that, i will gladly admit it because what sort of presentation is that anyway?? yes there are probably good points about what real life economics are, but i've long come to terms that paradox needed to make some abstraction that could never aspire to truly model economics anyway for various reasons of realism in development, and when i consider how the abstraction then works versus real life economics and what it allows the player to do and have fun with then i really find it cleverly elegant.

Like its really super obvious that a factory buying say tools at a constant rate is not realistic as a representation of capital goods cost. One of my suggestions for improvements is that when a factory upgrades it's pm, it should really go trough the construction pool for the upgrade rather than be upgraded instantly so to reflect the difference in capital cost between better between investment in capital intensive vs labor intensive industry. But i get why they made that abstraction , and in a way that abstraction is also surprisingly clever and gracious imho in making something that also works. theres more ideas than that, i'm also suggesting to the devs that they change railways and add PM's to factory's by which they can "circumvent MAPI" by paying for railroad costs. But i believe thats a somewhat more limited kind of suggestions that pertain to relative modest modifications from the system we have, more practical and more intune i believe to the line the Devs are taking with their abstraction. For its like on has to perceive that when a factory is buying tools its in this abstraction either "leasing the capital goods" or "buying the maintenance of its existing machinery", you follow that reasoning its understandable that for the "upgrade of PM/machinery/capital goods" to more advanced production methods that it should go trough the build queu because that presents a aspect of "the fixed investment cost" that went into a factory, as opposed to costs that are variable. its the same with mapi circumvention. What does MAPI represent as an abstraction? The "inabbilety or difficulty for local industry to sell its product over provincial borders and distances"? One would think that rail should perform a crucial role in overcomming "that Mapi issue", and thus being able to circumvent said MAPI providing that its willing to hand some of its profits to the railways, which would mean that rather that money would be lost to the MAPI void that the cost of selling on the national market from the regional one would be represented by rail and so the money would then not vanish but end up with the transportation economy.

But i believe thats all of the sort of feedback that is emphatic and willing of understanding as what the devs envisioned and wanted to achieve with the abstracted model, and then suggest things that are in tune with its own special little clever logic. Not some complete rethinking and remodeling that might take a lot of time and which is unclear as how far you could implement it to make it work as to be both realistic enough and engaging/fun. i dont think the economic model is fundamentally broken, i think it's fundamentally abstracted in a fashion that is elegant from the perspective of game design, clever, creative, certainly not perfect but i'm really loving it and my suggestion is really to follow the path taken by this abstract model.

You preambled your thread with "i was also told that apparently I sounded too academic and confident/arrogant", well thats not a claim i would make but i will say that presentation is not good. if i have to review it on "the art of presenting things", this is the kind of thing, imho, people just immediatly hook off from. And for those who really rate the economic model very highly, it sounds utterly overly negative and lacking in giving due credit.
 
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But i am, i'm making suggestions to the devs as how i think they can improve the game, plenty of it too. But i'm sensitive to overly negative sounding threat titles and feedback, because theres a fair bit of it and imho theres a lack of people actually discussing intricate strategies that are fun within the game that in comparison to the sheer fun i have with the game really sounds utterly unfair. "fundamentally broken" economics as a feedback in my book just gives a criminal lack of praise to the achievement of actually making a fun economic game of this scope in a world barren of such products, and i react negative to that. Yes its some reflection on "how you present your feedback", and this presentation of yours i find abhorrent. yes i did not read all that, i will gladly admit it because what sort of presentation is that anyway?? yes there are probably good points about what real life economics are, but i've long come to terms that paradox needed to make some abstraction that could never aspire to truly model economics anyway for various reasons of realism in development, and when i consider how the abstraction then works versus real life economics and what it allows the player to do and have fun with then i really find it cleverly elegant.

Like its really super obvious that a factory buying say tools at a constant rate is not realistic as a representation of capital goods cost. One of my suggestions for improvements is that when a factory upgrades it's pm, it should really go trough the construction pool for the upgrade rather than be upgraded instantly so to reflect the difference in capital cost between better between investment in capital intensive vs labor intensive industry. But i get why they made that abstraction , and in a way that abstraction is also suprisingly clever and gracious imho in making something that also works.

You preambled your thread with "i was also told that apparently I sounded too academic and confident/arrogant", well thats not a claim i would make but i will say that presentation is not good. if i have to review it on "the art of presenting things", this is the kind of thing, imho, people just immediatly hook off from. And for those who really rate the economic model very highly, it sounds utterly overly negative and lacking in giving due credit.
If you didn't read the entire thread, you could've easily downloaded the chatGPT summarised version. Yet, despite me providing the option to you didn't choose to read it. Throughout the thread, I laid out why a game feature is unrealistic, how it causes real and actual problems in the game that breaks the immersion. Then, I proceed to detail a very intricate fix and why that would align with economic theory and historical development. Fundamentally broken is accurate, considering I'm critiquing the key aspect of the gameplay loop (the economic development), as well as the base price system which underlies all pricing and supply and demand within the game. You don't get to criticise my feedback when you haven't even read the feedback at all. You also clearly haven't read about my discussion regarding production methods and investment driving efficiency. You'll realise that not only does it align with economic theory, it also makes the game more fun and realistic. The ChatGPT version heavily cuts down on my giving of historical examples, discussion of economic theory, as well as details into the different fixes. However, reading neither the full version or the summarised version doesn't put you in a position to give a well meaning critique of my thread that has any actual substance.
 
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If you didn't read the entire thread, you could've easily downloaded the chatGPT summarised version. Yet, despite me providing the option to you didn't choose to read it.

bad choice to be moral about it though. Logos pathos ethos. the tools of persuasion are yours to employ, or fail to employ. it is well known that there are those what are often very much right, who fail to explain at why they are right and convince noon and then there are those who are often wrong who very much suceed at convincing others they are right because they are great at presenting their case. And what is so functional about someone who might have good points but just fails at presenting it in an engaging way? Thats really just honest feedback on your style of presentation, do what it what you want but as i mentioned you preambled your first post with "despite trying to write informally, I was also told that apparently I sounded too academic and confident/arrogant" well again i'm not sayign something like that i'm telling you to take that as a hint and mine too that presentation skills matter to a degree and maybe you ought to try better.

But besides, even when i gloss over aspects, there are parts of it that i'm in utter disagreement with and in which i think you just utterly fail to see what possible in the game imho. like your pramble on trade:
"Trade is integral to any economy. Under the theory of comparative advantage, countries should specialise in producing certain goods which they then export to earn the necessary foreign exchange to buy imports from other countries who have specialised in producing other goods. This optimises the efficiency of good production. I have it on good account that the game devs want to simulate the importance of global trade from them saying as such in their dev diary introducing companies. Why is trade never important in the game though?"

Well thats not true, and i can show it with recent posts how many people might fail to see what kind of things ARE possible, ill refet ro these 2 posts below:



And its really just perfect to adress these 2 really hyperbolic statements made by you and the person i adress in the second link. Trade is never important you say? he says its only "of 1% importance"? And there is no comparative advantage in countries specializing in certain goods? Like Denmark cannot simply use its regional shipbuilding throughput modifier in a system of highly specialized production with inputs provided trough trade and outputs sold onto the world market in a nation that purely specializes in cashing in on the tariffs in between? or Switzerladn cant become the financial sector of west Europe and survive with no local agriculture or minign to only produce a few high priced goods like cars and engines and radios for the world market? I beg to differ. Are we even playing the same game? Dit you really even play the game thurally enough to analyse wether such hyperbolic statements would actually even be true for the game engine???
 
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bad choice to be moral about it though. Logos pathos ethos. the tools of persuasion are yours to employ, or fail to employ. it is well known that there are those what are often very much right, who fail to explain at why they are right and convince noon and then there are those who are often wrong who very much suceed at convincing others they are right because they are great at presenting their case. And what is so functional about someone who might have good points but just fails at presenting it in an engaging way? Thats really just honest feedback on your style of presentation, do what it what you want but as i mentioned you preambled your first post with "despite trying to write informally, I was also told that apparently I sounded too academic and confident/arrogant" well again i'm not sayign something like that i'm telling you to take that as a hint and mine too that presentation skills matter to a degree and maybe you ought to try better.

But besides, even when i gloss over aspects, there are parts of it that i'm in utter disagreement with and in which i think you just utterly fail to see what possible in the game imho. like your pramble on trade:
"Trade is integral to any economy. Under the theory of comparative advantage, countries should specialise in producing certain goods which they then export to earn the necessary foreign exchange to buy imports from other countries who have specialised in producing other goods. This optimises the efficiency of good production. I have it on good account that the game devs want to simulate the importance of global trade from them saying as such in their dev diary introducing companies. Why is trade never important in the game though?"

Well thats not true, and i can show it with recent posts how many people might fail to see what kind of things ARE possible, ill refet ro these 2 posts below:



And its really just perfect to adress these 2 really hyperbolic statements made by you and the person i adress in the second link. Trade is never important you say? he says its only "of 1% importance"? And there is no comparative advantage in countries specializing in certain goods? Like Denmark cannot simply use its regional shipbuilding throughput modifier in a system of highly specialized production with inputs provided trough trade and outputs sold onto the world market in a nation that purely specializes in cashing in on the tariffs in between? or Switzerladn cant become the financial sector of west Europe and survive with no local agriculture or minign to only produce a few high priced goods like cars and engines and radios for the world market? I beg to differ. Are we even playing the same game? Dit you really even play the game thurally enough to analyse wether such hyperbolic statements would actually even be true for the game engine???
I wasn't at all trying to be moral, I was instead expressing my frustration at you criticising my work without reading the work at all. I'm not trying to "convince" you of anything. You don't seem to understand how annoying it is for someone to just not read what you're arguing yet criticise away. I'm also not struggling to present my argument in a good way. I'm presenting my argument as it is: in the style of an informal economics paper with all of the equations taken out and not typeset in overleaf. The preamble was solely to direct those who did not have the endurance or academic capacity to read 7000 words into reading the summarised version.

Glossing over the different sections is never a good idea, especially when the first half of every section is either rhetorical, a joke, or setting things up for a proper explanation. You also heavily misunderstand the importance of trade in the actual global economy. On the eve of World War One trade intensity was nearing 40% of GDP for the European nations. This meant that 40% of GDP was being imported and exported. Can you imagine how much that is? Can you now realise that the game fails to capture the importance of trade? You can of course form playthroughs around trying to extract rent from the rest of the world in whatever way you like. However, no matter how you play the game, trade can never be as important as it was in the real world. You also seem to misunderstand the theory of comparative advantage as well as the basics of how trade is conceptualised at a high school level. Google supply and demand for trade diagram. Lower prices in other countries indicate high competitiveness. High prices in other countries indicate low competitiveness. You import the former, export to the latter.

Your first post also misses the mark of my criticism entirely. The throughput of your factories represents worker productivity. Thus, of course if you were to tax materials then offload them even at below base prices you would still be profitable. The problem is that the higher productivity does not drive the price of the ships down nor provide any actual competitive advantages over foreign industries. Unless you're offloading so many ships to the foreign market that you're making their shipbuilding industries unprofitable, you can't drive their products out of business. That would require ships in your own local market to have a price below that of the foreign market meaning you have to engage in massive and constant overproduction to drive the cost of ships down.
The second post is just classic leach behaviour just without being in an overlord's market. The problem with the economic system isn't that you can't import nor export, it's that the real economic incentives that are present in real life for importing and exporting are just not there. That's why the economic system is broken.
 
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Well, I read through the OP and comments. I've also tried to re-work the economics in the game and found, to my great cost, that fixed prices ruin everything in the game.

By trying to have the players build out specific factories and the AI also building out factories on its own schedule, all in order to address the overall macroeconomic considerations, the game takes up a space on the border of microeconomics and macroeconomics and produces a result that is neither convincing in terms of historical feel nor critical in terms of overall gameplay. In fact, one could argue that the multiplicity of factories results in a net negative game experience due to lag introduced by fractured pop groups.

If the game instead took a purely summative, macroeconomic approach, then there would be only categories of goods - perhaps 6 big buckets of capital and consumption goods, in military, industrial/commercial, and consumer sectors.

What about goods like rubber and oil? Well, state modifiers. With access to those goods, unlock better capabilities within the big buckets and modifiers to things. Just assume that once those goods are found in a state, the state will either be one that a GP owns/oversees and will be ruthlessly exploited... or it will be a state that a GP is *about* to own or oversee and then ruthlessly exploit, and it's up to the current owner to either bow down or resist.

But we already have the Civilization series to provide us with *those* games. Victoria 3 players want to actually build things out and to build tall, where possible. So we must simulate the factories.

Historically, industrialization happened in localities that were best suited for build-outs. There's a reason the Ruhr and Silesia were focuses for coal, iron, and steel industries. Anyone who tries to open up a major concentration of steel production in Schleswig or East Prussia should have their head examined. And yet, the game somehow manages to concentrate major industrial hubs in places totally unsuited for them, other than the fact that there is spare population there.

So, what I'd start with in a Big Economic Overhaul is a concept of nations needing to identify a state where industrialization is going to be a thing. With more tech, more industry can be possible. But, even then, there needs to be political support - or at least indifference - to the industrialization. Powerful landowners want to preserve their rural authority, so industry is not necessarily welcome in their turf. Consider how Austria-Hungary industrialized in the areas around Vienna and Prague, but not much anywhere else, outside of agricultural innovations. Russia simply failed to industrialize. Yet, in the game, Russia can be a massive industrial powerhouse, even with the AI running it!

But that start in my Big Economic Overhaul points to a larger concern. Victoria 3 is NOT an economic simulator. It is a political-economic simulator. If we want a game with a proper feel for the time, it needs to have mechanics that guide us along paths that feel historical without railroading events or barring paths that were historically possible. To that end, economic development must be integral to political and social development. Nice as it would be to build things out based on principles of pure economics, regardless of the school or method, the playability and flavor of the game demand that we need a better mixture of elements to drive things forward.

So, yes, I agree with the OP on most of their points on how things are broken in the game. The solutions, however, are where we will have more animated and earnest discussions.
 
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Oh boy... I am back years to economics classes.. yay ! ....
I am not looking at all for a game that would really simulate everything. I already have my job for that.

My main gripe overall s that you are using modern day theories that apply for post 1960's 1980's economics and want it to work in a game set one century before. Reading about R&D as a factory specific reserach... oh boy. Not that innovation for specific industry was absent. But it was not on that scale. Also not understanding at all your point about fiscal policy. Especailly because you limit yourself to actually debt policy, which is not really fiscal in the strict sense. And I can only think about the muliple French crashes under the 2nd Empire and the semi-forced investments into industries under Prussia. Again, this is blindly applying an economic theory that as every economic theory needs context.

We can not have 99 different sectors/goods.
PM arent perfect but they are way better then tech modifiers or needing 3+ buildings for every good.
The AI actually needs to be able to play the game.
And I will selfischly say, I need to be able to want to play a game and not just close it because I could make real money by just asking my boss for a promotion and doing all this things in "real life".

In 1-2 months I should finally have time to make a mod that shows how simulating all thoose real life things are sooooo fuuuunnnnnn....

So 09/10 for economic essay.
03/10 for actual relevance on V3.
 
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Oh boy... I am back years to economics classes.. yay ! ....
I am not looking at all for a game that would really simulate everything. I already have my job for that.

My main gripe overall s that you are using modern day theories that apply for post 1960's 1980's economics and want it to work in a game set one century before. Reading about R&D as a factory specific reserach... oh boy. Not that innovation for specific industry was absent. But it was not on that scale. Also not understanding at all your point about fiscal policy. Especailly because you limit yourself to actually debt policy, which is not really fiscal in the strict sense. And I can only think about the muliple French crashes under the 2nd Empire and the semi-forced investments into industries under Prussia. Again, this is blindly applying an economic theory that as every economic theory needs context.

We can not have 99 different sectors/goods.
PM arent perfect but they are way better then tech modifiers or needing 3+ buildings for every good.
The AI actually needs to be able to play the game.
And I will selfischly say, I need to be able to want to play a game and not just close it because I could make real money by just asking my boss for a promotion and doing all this things in "real life".

In 1-2 months I should finally have time to make a mod that shows how simulating all thoose real life things are sooooo fuuuunnnnnn....

So 09/10 for economic essay.
03/10 for actual relevance on V3.
I think you severely misread my R&D section. It's not that there are going to be more buildings, goods or an actual R&D resource. It's an abstraction. The investment pool pays money into a factory. The paid money into a factory gives it a throughput bonus. As I said in a prior comment, one of my considerations was how to change the game by the smallest amount possible. My proposal is to keep PMs but add another layer of these private investments onto the PMs. When switching PMs, you lose the throughput bonuses from the investments which simulates the frictions in changing PMs. The original post said the same thing but it might have said it in too complex and weird a manner such that you misread. I didn't proofread so sorry again for any bad writing.

There's also the thing about using modern day theories. Just because the theories weren't developed yet doesn't mean that they aren't true. General concepts of Economics if they're correctly modelling reality are universally true no matter the time period.
 
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