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Yeah, we definitely shouldn't end up with a world where 90% of the US economy is coming from Pennsylvania – but we should definitely be much more likely to see every marginal level of steel invested in Pennsylvania, rather than randomly appearing in Nebraska or somewhere else, even if that crowds out employment or investment in textiles or other industries.
Yes and things like pollution don't do enough to disincentivize this type of play through. However I think the trade off will feel much less bad to the player when building steel in Pennsylvania and Tools in CT when they get to see a trade capturing value between the two states.
 
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I think this is the type of thing the developers have tried to steer away from pretty actively because of perceived negative viewpoints towards these types of ideas. I think there is actually room in a game like Victoria to instead of have mechanics as a foundation. So instead of a 25% throughput bonus flat at national level completing JE's get's you a special character trait for a company leader which helps you skip ahead in more granular tech while that characters alive.
They've definitely tried to steer away from it but as the dev diary shows they've probably erred too far in the direction of not enough flavour and fulfilling bonuses. At the end of the day players have a sort of visceral apathy to temporary modifiers or "cosmetic" modifiers like prestige. They shouldn't go full EU4 modifiers for everything but there's definitely more room for narrative-driven bonuses in the game, especially for difficult journal entries that have been received as "unfulfilling".

But after creating those textile mills India would become the most powerful textile country in the world beyond it's climate and cotton advantages? No-one would ever be able to compete?
I think this is both mechanically fine and realistic. If you as the benevolent liberal dictator manage to industrialise the largest (or second-largest) country in the world, then of course you should be able to totally corner the global market in the goods you have an advantage in. To be fair this is already kind of the case so that throughput bonus might be a bit overkill (but you could easily provide it for, say, agriculture or something else that makes narrative sense). But this is the kind of gameplay we want, where players try to expand their trade empire and focus their diplomatic efforts on trying to grow their domestic industries.
 
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I think this is both mechanically fine and realistic. If you as the benevolent liberal dictator manage to industrialise the largest (or second-largest) country in the world, then of course you should be able to totally corner the global market in the goods you have an advantage in. To be fair this is already kind of the case so that throughput bonus might be a bit overkill (but you could easily provide it for, say, agriculture or something else that makes narrative sense).
I know what you're saying here is for examples sake so I'm trying to not nitpick it too hard but I don't throughput is the right layer to have these types of bonuses. I would rather see them applied as character traits and have characters actually impact things. Someday companies will have CEO's and someday we will have production research tree's similar to MIO's for all our companies. I think that's the place these type of JE's need to tie into, I think narratively completing Indian home rule increasing your textiles MIO's research or removes the malus.

But this is the kind of gameplay we want, where players try to expand their trade empire and focus their diplomatic efforts on trying to grow their domestic industries.
Yes definitely and we'll get there eventually- I'm hopeful the trade re-work will really open up a second gameplay loop of trying to build internal networks for those key items that you can really differentiate hard and export.
 
I know what you're saying here is for examples sake so I'm trying to not nitpick it too hard but I don't throughput is the right layer to have these types of bonuses. I would rather see them applied as character traits and have characters actually impact things
I think this would both be frustrating for players and also feels a little Great Man-ish: after a lot of work in moulding your society, the actual benefit is... some guy gets marginally better. At the very least it should be on a company itself, or even unlock a powerful company itself (which would feel rewarding).
 
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I think this would both be frustrating for players and also feels a little Great Man-ish: after a lot of work in moulding your society, the actual benefit is... some guy gets marginally better.
But Victoria is a pop simulator at it's core so having better characters spawn is the most root level implantation. Like having Carnegie spawn or get an experienced innovator trade giving the company he helms extra research through it's tree? Why would the bonus stick around past the life time of pops that were around when it was earned?

At the very least it should be on a company itself, or even unlock a powerful company itself (which would feel rewarding).
I hope some day we get to build our own companies instead of choose from pre-sets
 
But Victoria is a pop simulator at it's core so having better characters spawn is the most root level implantation
Pops and Characters are different. Pops represent a group of people rather than the individuals themselves. In that regard Vic3 takes a more society-centred approach to politics and history than, say, CK3 where it's the actions of movements and collectives that affect events, not individuals themselves. Completing a journal entry wouldn't be the work of one man alone (narratively), it would represent a generational shift in popular culture and thinking. I think it makes total sense for modifiers to be nationwide (even if they're temporary), sticking them to characters that can die at any time would both be unfulfilling and wouldn't fit the vision of Vic3.
 
If the current specialization tools (like state traits and companies) had far more aggressive and unique bonuses, we'd be able to get goods (and importantly, only some goods) really dirt cheap and thus get a good volume for exporting.
Bonuses are not the only way to specialize. Having lower manpower costs for labor intensive industries, access to cheaper inputs, either thanks to trade or to productive structure… All these are present already in the game, although they can be made more powerful, for instance making geography and global trade infrastructure more important for trade, or making production chains a little bit longer.

And of course, investment should be a key factor when developing a competitive advantage. PMs should require an investment, and be per level. But not only that. PMs should be improved with further investment, giving a smaller bonus with subsequent investments before jumping for the next PM. This way, limited money makes you to invest more in your more competitive industries, which become even more competitive the more you invest.

In the case of companies, they should be used to represent industry know how. That is not only technology but the way to operate an industry. This should be something like experience, which can expand to other industries of the same type that are not owned by the company.

These are the kind of things Vic3 should do for specialization, IMO, not giving unique country bonuses.
It's a chicken-and-egg issue: trade is too costly, so you can't rely on imports for your economy, which means you make a little bit of everything, which means trade can't compete. This is the biggest issue that makes every game's economic run feel too similar.
While it is true that trade is too costly, or more properly too limited as you can reach your upper limit for convoys and that’s that, I think that, playing a medium or large country, it is reasonable and realistic that you produce a little bit of everything. Sometimes I have the impression that specialization is taken as an absolute thing, producing something and don’t developing other industries. This is not realistic. For instance Germany had a very competitive chemical industry, and supplied a lot of chemicals to many markets. But there was also some local production of chemicals in many countries that imported big quantities from Germany. At the end, in a medium or large economy you are going to have a little bit of everything. It is important to remember that the years covered by Vic3 had period of globalization and periods of de-globalization. The latter would have not be possible if specialization was absolute.

Why I’m saying this, well because maybe a lot of people is already specializing to a certain degree and don’t realize because the game doesn’t give you a lot of direct info related with this. There are not graphs comparing gdp composition or trade composition and intensity among countries.

Finally, I think that people is forgetting about the carrot when it comes to trade. Players need to be encouraged to trade. I know I have said this in other occasions, but allow me to repeat myself here. I think trade balance should be a game mechanic and should be tied to foreign investment. Think on this, you are an undeveloped country that needs to import certain goods. Now the only restriction you have is convoys. But with a trade balance mechanic you need to get money from abroad to match the money you are expending on imports. So either you develop those plantations or you attract foreign investment. See you are encouraged to specialize or have your economy owned by foreign pops.

Imagine now that you are an industrialized country that wants to secure investments elsewhere. You need to sell a lot to a country so their balance with you is negative and then you equal this with investment. This makes trade important, and makes you want to specialize in an industry you use to buy off other countries, making important for both the AI and the player to trade.

Well that was long…
 
Why I’m saying this, well because maybe a lot of people is already specializing to a certain degree and don’t realize because the game doesn’t give you a lot of direct info related with this. There are not graphs comparing gdp composition or trade composition and intensity among countries.
Kind of a minor digression but once devs get trade up and running and actually significant I would love if they added those OECD trade good graphs, would look really neat and would be useful.
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As for the productivity bonuses, they’re typically to small to matter.
That's really the point, if their bonuses were to be more aggressive, and more unique, they'd matter far more, giving an actual competitive advantage.

It's a chicken-and-egg issue: trade is too costly, so you can't rely on imports for your economy, which means you make a little bit of everything, which means trade can't compete.
That is true, which is why I see specialization as a way to break this deadlock.
It would make one's industry actually competitive in another market, making trade viable.
 
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Bonuses are not the only way to specialize. Having lower manpower costs for labor intensive industries, access to cheaper inputs, either thanks to trade or to productive structure… All these are present already in the game, although they can be made more powerful, for instance making geography and global trade infrastructure more important for trade, or making production chains a little bit longer.
Cheaper labor does give a competitive advantage, but isn't by itself a tool for specialization.
If you have cheap labor in one state, it'll likely be cheap for every industry.
Labor specialization is quite hard to model with the current mechanics, the specific know-hows from local specialization instead comes from companies, as you said.

Cheaper inputs are in the game as state traits for raw resources, but they aren't nearly impactful enough.

And of course, investment should be a key factor when developing a competitive advantage. PMs should require an investment, and be per level. But not only that. PMs should be improved with further investment, giving a smaller bonus with subsequent investments before jumping for the next PM. This way, limited money makes you to invest more in your more competitive industries, which become even more competitive the more you invest.
While I agree with that, this would be, once again, a tool for competitive advantage, not specialization per se.
Unless we couple this with something like special PMs related to companies or something, which doesn't sound too bad of an idea...

Sometimes I have the impression that specialization is taken as an absolute thing, producing something and don’t developing other industries. This is not realistic. For instance Germany had a very competitive chemical industry, and supplied a lot of chemicals to many markets. But there was also some local production of chemicals in many countries that imported big quantities from Germany. At the end, in a medium or large economy you are going to have a little bit of everything. It is important to remember that the years covered by Vic3 had period of globalization and periods of de-globalization. The latter would have not be possible if specialization was absolute.
This is very true. My original point on specialization was not to have all supply of a good come from trade.
Like, a Germany specialized on steel might provide half of the steel to a tools specialized Britain, but that's because their gigantic tools industry needs so much input, it doesn't mean Britain wouldn't have a very significative steel industry by itself.

We could even take this one step further and have degrees of specialization, let's say we give a more powerful steel company to Germany and a less powerful one to Britain.
So while Germany would be very strong in this market, Britain would still be able to export its steel to, say, the Ottomans or Italy.

Finally, I think that people is forgetting about the carrot when it comes to trade. Players need to be encouraged to trade. I know I have said this in other occasions, but allow me to repeat myself here. I think trade balance should be a game mechanic and should be tied to foreign investment. Think on this, you are an undeveloped country that needs to import certain goods. Now the only restriction you have is convoys. But with a trade balance mechanic you need to get money from abroad to match the money you are expending on imports. So either you develop those plantations or you attract foreign investment. See you are encouraged to specialize or have your economy owned by foreign pops.
It'd be interesting to have a trade balance mechanic indeed, it could even be tied to politics in some way.
Say you have a trade deficit, maybe this could affect you negatively in some way (I'm not sure how), so you need to invest in some industry you can get specialized in yourself.
Maybe you're Brazil, you're industrializing, but need to import lots of coal, leaving you in a trade deficit, so you need to balance it out with something you can specialize in, which can give you an incentive to invest in your coffee plantations.
This is something the game currently lacks, an incentive to invest in agrarian buildings, and this could be the solution, you'd be incentivized to invest in them even if your effort is for industrialization overall.
 
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Cheaper inputs are in the game as state traits for raw resources, but they aren't nearly impactful enough.
Is not only state traits. You can make your market to have some goods cheaper than others, for instance by securing access to some goods.
While I agree with that, this would be, once again, a tool for competitive advantage, not specialization per se.
Isn’t competitive advantage a way for specialization?
Unless we couple this with something like special PMs related to companies or something, which doesn't sound too bad of an idea...
But that’s also a competitive advantage. The only thing is that you script it to be available only to some tags or company tags.

I prefer to make it dependent on investment. A certain sector in a certain country has a competitive advantage over the same sector in other countries because they have invested on developing that competitive advantage. Other countries could catch them, but they need to devote all the investment that country has and the other country is ahead of them on that.
We could even take this one step further and have degrees of specialization, let's say we give a more powerful steel company to Germany and a less powerful one to Britain.
But what would be the logic of that? Because Germany had a powerful steel industry historically? So India can become independent in 1850, but let’s say Brazil can’t dominate the global steel industry because doesn’t have a company allowing that. That’s taking the Civ approach, where each country is good at some strategy and you choose the way you are going to play by choosing a certain country, like a class in an RPG game.

It is a valid design choice, but I personally expect something different from Vic3. I expect things to emerge more from the simulation. So choosing a certain country means a certain geographical reality and certain starting conditions, but you can develop that country into something different, turn things around, or keep the same path. You can follow one path and mid game turn around, either because you decide so or because is a reaction to the circumstances created by the simulation or because things go a way you had not planned. And you can follow a different path the next time you play the same country. I want to develop the German steel making prowess, not having it scripted in the tag. I want to look at it and say, I did it, instead of I picked it. But that’s my personal preference, of course.
 
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Is not only state traits. You can make your market to have some goods cheaper than others, for instance by securing access to some goods.
True, for some resources, simply having access is already the defining advantage.
Fot others though, like iron and coal, state traits would count more, as they are quite widespread, so the main advantage would be on the per worker productivity those modifiers give from their throughput bonuses.

Isn’t competitive advantage a way for specialization?
But that’s also a competitive advantage. The only thing is that you script it to be available only to some tags or company tags.
Competitive advantage and specialization are related, but not the same thing.
You can have competitive advantage on every single good in the game, and that, by definition, means you didn't specialize.
Economies that are specialized on different goods generates competitive advantage between one another, creating potential for trade.
Competitive advantage by itself also creates potential for trade, but it's more limited, as the other economy, which isn't specialized, would have prices more evenly distributed, instead of some prices lower (for specialized industries) and others higher (for non-specialized ones).

Let's think of two scenarios, one with a market having competitive advantage towards another across the board, and one where both markets are specializing on different goods, no tariffs or anything else considered.
- Scenario 1: Market A has prices for goods X and Y at -25%, and market B has them at base prices (0%).
Neither specialized, but market A has a clear competitive advantage, so it'll export goods to market B.
- Scenario 2: Market A has good X at -50% price, and good Y at base, while market B has the inverse, good X at 0% and good Y at -50%.
Market A has specialized on good X, and B on Y, creating competitive advantages each market has on its respective resource, so the trade will be mutual, both importing the good they didn't specialized and exporting the one they did.

From this we can see, scenario 2 will be the one generating more trade volume, as the price difference is greater, which is the point I'm getting at.

Ps: in those two scenarios, only two goods exists, of course. I'd probably reach the forum text limit if I were to consider every good in the game.

But what would be the logic of that? Because Germany had a powerful steel industry historically? So India can become independent in 1850, but let’s say Brazil can’t dominate the global steel industry because doesn’t have a company allowing that. That’s taking the Civ approach, where each country is good at some strategy and you choose the way you are going to play by choosing a certain country, like a class in an RPG game.

It is a valid design choice, but I personally expect something different from Vic3. I expect things to emerge more from the simulation. So choosing a certain country means a certain geographical reality and certain starting conditions, but you can develop that country into something different, turn things around, or keep the same path. You can follow one path and mid game turn around, either because you decide so or because is a reaction to the circumstances created by the simulation or because things go a way you had not planned. And you can follow a different path the next time you play the same country. I want to develop the German steel making prowess, not having it scripted in the tag. I want to look at it and say, I did it, instead of I picked it. But that’s my personal preference, of course.
That's fair enough, I suppose it's more a matter of taste than anything else.
The reason I used companies and state traits here is because those are currently the only tools the game gives for specialization, but I see no reason devs couldn't rework that.
That said, the game is already infamous for having every nation follow pretty much the same development path, building the exact same set of buildings, with no variations, so there would need to be a solution to this as well.
 
Most recent EU5 DD shows that PDX is going the route of artificially boosting trade profits through trade efficiency:

https://forum.paradoxplaza.com/foru...47-22nd-of-january-2025.1726704/post-30133887

Perhaps a glimpse into Vicky's future trade?
I do not think so, what works in a game does not need to be ported to another game.

For Vic3 I would like trade efficiency be the result of better use of convoys (sea nodes), infrastructure availability between trade centers and trade laws and pacts.

It is true that we have power blocs affecting trade efficiency but that is enough magic for Vic3, IMHO.
 
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Most recent EU5 DD shows that PDX is going the route of artificially boosting trade profits through trade efficiency:

https://forum.paradoxplaza.com/foru...47-22nd-of-january-2025.1726704/post-30133887

Perhaps a glimpse into Vicky's future trade?
I like trade maintenance there as a simpler option, but I'm really not a fan of trade efficiency as an additive metric.

Maybe the answer is to make efficiency subtractive? I.e., trade efficiency reduces bureaucracy/trade center cost? Otherwise I'm not a huge fan of profit arbitrarily appearing.
 
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I like trade maintenance there as a simpler option, but I'm really not a fan of trade efficiency as an additive metric.

Maybe the answer is to make efficiency subtractive? I.e., trade efficiency reduces bureaucracy/trade center cost? Otherwise I'm not a huge fan of profit arbitrarily appearing.
I like your point about it being subtractive versus additive. I think this also makes sense to apply it to a per location to location basis- so if you’re going to NY>Paris you want more trade to increase trade efficiency which subtracts from convoys and the bureaucracy requirements. Ideally it’s efficiency goes up the closer it is to net 0 zero convoy requirements between locations
 
Most recent EU5 DD shows that PDX is going the route of artificially boosting trade profits through trade efficiency:

https://forum.paradoxplaza.com/foru...47-22nd-of-january-2025.1726704/post-30133887

Perhaps a glimpse into Vicky's future trade?
Probably not. Something not immediately apparent in EU5 (though it's there if you look closely enough) is that most of the money in that game is borne from nothing and is returned to nothing in short order. Pop demands are static; the demand itself injects money into the market but the pops spend nothing to actually buy anything. Rather, price only impacts satisfaction and scales on literacy. "Troop wages" are just money that's burnt into nothing for the sake of a morale modifier. The "estate wealth" that we've seen is pretty much exclusively used for estate-based building and nothing else, and the only source of that is building income per location divvied up by estate power in that location. You can then tax that. Also burghers do trading. Again though, the entire demand system underpinning the bulk of the market is "money from nothing".

For Victoria 3, such "money from nothing" strategies aren't as necessary because the game actually simulates some level of pops having wealth of some sort. EU5 does nothing of the sort.

To be clear this isn't a flaw of EU5 per se; it's a simplification made in respect to the era. I've got my own gripes with it, but for a base game mechanism it works just fine.
 
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Probably not. Something not immediately apparent in EU5 (though it's there if you look closely enough) is that most of the money in that game is borne from nothing and is returned to nothing in short order. Pop demands are static; the demand itself injects money into the market but the pops spend nothing to actually buy anything. Rather, price only impacts satisfaction and scales on literacy. "Troop wages" are just money that's burnt into nothing for the sake of a morale modifier. The "estate wealth" that we've seen is pretty much exclusively used for estate-based building and nothing else, and the only source of that is building income per location divvied up by estate power in that location. You can then tax that. Also burghers do trading. Again though, the entire demand system underpinning the bulk of the market is "money from nothing".

For Victoria 3, such "money from nothing" strategies aren't as necessary because the game actually simulates some level of pops having wealth of some sort. EU5 does nothing of the sort.

To be clear this isn't a flaw of EU5 per se; it's a simplification made in respect to the era. I've got my own gripes with it, but for a base game mechanism it works just fine.
Ahh that's a good thing to stitch together. I find it difficult to do this while just reading the DD's.

To your point about demand consumption, I think that's one of Victoria's biggest performance related issues at the moment. I hope at some point they move to an approach having pops live in locations and perhaps even housing type levels similar to anno and then derive the consumption demands from there. This would decouple the scaling issue between adding buildings and goods and having more pop splits since they're currently building indexed.
 
In regards to Mapi, i think the sollution isnt too hard, just might take some work to put it in effect, but basically:

-Mapi is by itself a fine concept to model "initial market inabillety for transport". it shouldn't be so much tech based rather than geographic and relating to options for local transport. (like rivers & canals for example)
-Rail transport should be able to "circumvent" Mapi penalties when used by industries trough a pm, so as to allow them to sell and buy goods at direct market price from the national market than a Mapi affected price. So if you have a mine connected to rail by pm in one state and a factory using it as input in another state also using rail for input by pm then the trade should be not Mapi affected, albeit that both the mine and the factory would pay for the railway capacity used. As a player, you would have the option to buy inputs and sell outputs of a factory at local prices or trough the rail network, and you would have to balance those things with rail capacity.
-Potentially put in a "rail network connectivity requirement". Aka factory's can only sell goods directly to the national market trough rail by pm if the province is connected to the capital by rail trough a string of provinces that are all connected by rail. This ensures that whatever would trade in a "mapi circumventing fashion" within the national market by rail would be connected by railways trough all the required provinces. To do this in a easy way, i guess you could add the requirement to constructing rail infrastructure that it either must be adjacent to an already existing railway (one perhaps in construction) or it must be build in the capital.
-potentially add "rail connectivity to a foreign nation". Aka whenever a new rail is build to 1st level it makes a check if a foreign railroad exists next to it, if so it adds rail connectivity to land trade capacity allowing to pay for extra land capacity trough engines or transport as a good.
-potentially add "port connectivity to rail network".allow ports to sell transport as a market good as well, that factory's can use alternatively to rail capacity to sell their goods at better mapi-unaffected prices. Aka if you build a port connectivity to rail from capital to port, then overseas ports can start to build rails from their point of origin and provide mapi circumvented transport to the national market.
-Optionally make the construction of railroads very expensive in terms of construction point cost

I would think this would drastically change the way the players look at railways and how they would plan to build networks of them. More direction and connectivity oriented especially when it regards larger nations, like as to have rail connection between mines and larger population centers as well as perhaps ports and foreign nations especially if the high construction cost of railroads might push the player to having to make choices. Gives it more of a railroad tycoon feel to the transport economy and could make sense in many ways.
 
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Interesting post from Michael Pettis in Bluesky. Because in Vic3 we are almost always increasing our POPs wages, it is also very difficult to increase trade.

In Vic3 only an increase of World population without internal consumption (no peasants, no buildings) could fuel international demand if at the same time the nations producing goods would not increase their internal consumption

 
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