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.