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I think you reinstalled it way too soon.

With the speed of development on this mod going the way it has, I'm expecting an alpha version of it will be up in 2032...

And a playable version by 2049.
Well, IMO the "slow speed of development" here is relative. Compared to other (total conversion) mods it might be slow, but if taking in account that Imperatrix: Victoria doesn't stop with modding existing game mechanics, but heavily relies on creating entirely new ones (only look at the trade modul) it is a actucally a quite steady pace in my perception.

Without wanting to imply in any way that is only good as a "filler" (it is a masterpiece on its own!) Imperator Invictus is th perfect way to have fun with IR currently :)
 
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A new developer diary will be coming soon, where we talk about the ways that you as a government can manage and interact with your economy in Imperatrix: Victoria.
 
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Dev Diary 14: Money
Dev Diary 14: Money

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What is money?

In Imperatrix, you use the same currency as vanilla to buy things and pay upkeep in the game. This is, in the context of Imperatrix, wealth, and it represents buying power - the capacity to acquire goods and services. It is the universal unit of exchange in the game which is generated by labour and resource gathering, and exchanged by trade. It can also be destroyed by devastation.

Money, on the other hand, is a country-level resource. Countries use money as a store of wealth, both for their pops and, in the case of countries with public debt administrations, for their own government.

Every country can have its own currency. Some countries have their own unique currency, others share currencies across a currency union, while many do not have a currency at all at the start of the game, and manage their wealth purely through precious metal reserves and goods trading.

Having a currency gives a country the advantage of being able to manipulate the flow of wealth. Once you have a currency, you can also set up a public debt administration which lets the government create debt for itself - infinite money hack!!(beware hyperinflation)!! Stronger currencies also have an international diplomatic impact and give trade bonuses which we will describe in a future dev diary.

Now let's take a look at the new (work in progress) economy GUI where you can manage your country's money.

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Reserves

Money derives its value, as it did throughout the period represented in the mod (1815-1936), from precious metal reserve backing. All countries can build up reserves of gold and silver, whose values within every country will fluctuate based on production, demand and access to the market via trade routes and agreements. Building up reserves can be done by the state buying up metals mined within the borders of their empire, or from the market. Obviously, the former is cheaper.

These reserves are stores of wealth in themselves, which can be sold off in times of need to create usable wealth for the state. But beware, your precious metal reserves will inevitably fluctuate in value based on the global economic situation.

Pictured below, Great Qing maintains a reserve of 2,012,500 lbs of silver. They don't maintain a gold reserve because their currency is only pegged to the value of silver.


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Because Great Qing does not have a public debt administration, the only way they can raise quick cash for government coffers is by selling off the reserve 100lb or 1,000lb at a time. They will get wealth equivalent to the current market value of silver within the Great Qing trade scope. When the state sells silver, it becomes available for merchants within the country to sell off or stockpile. That means that if a country sells off huge amounts of its reserves, it may actually have a temporary impact on the global economy as they depress the price of whatever metal they are selling.

Great Qing is targeting an acquisition of 5,000lbs of silver per quarter for its reserves. This is the target rate set by the government which then sets targets for regions to meet silver import quotas, paid for from government coffers. The actual rate of acquisition is 12,400lbs - much higher than the target - which is bolstered by domestic silver mining (which the state will buy up if it has a reserve growth target) and by pops selling off their cash due to money supply deflation.

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Circulating cash, Inflation and Deflation

There are many different sources of, and ways to measure, inflation. Imperatrix: Victoria represents this by tracking the different metrics of inflation.

Money supply
The amount of privately held cash - that is, money in circulation which is not on government debt ledgers - represents how much money is available for the population to spend. The amount of money in private hands needs to be enough to meet the quarterly cost of living for all pops, which is a factor of the value of your currency and the price of all consumer tradegoods within your country.

Any amount below this will cause deflation from money supply as pops do not have access to enough money to spend; as a result, demand for consumer goods will drop, slowing economic activity, but the reduced demand is paired with increased shortages as pops simply cannot access the goods they need. Goods shortages create maluses for your provinces and, ultimately, unrest and lower productivity.

If you are experiencing deflation, pops demand money and will sell off their precious metal to the state reserve in exchange for cash. That is, if you allow them. It is possible to freeze your reserves and prevent pops from exchanging metal for cash, particularly useful if you want to control the flow of your currency during turbulent economic times. This happened many times in many places in the 19th century, and countries gradually trended towards permanently freezing their reserves, with the ability to cash in money for gold or silver becoming theoretical as states tightened control on central banks.

If you have too much cash in private circulation, it will cause inflation.

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The United Kingdom, for example, has 144% of the money that its pops need in circulation. As a result, the population wants to cash in £16,000 every month in exchange for gold from the central bank. However, Britain in 1815 had its reserves frozen due to massive sell-offs of precious metal and extensive money-printing which were both used to fund the Napoleonic wars. The reserves were only unfrozen in the next decade in our timeline. Freezing the reserves can upset pops because they can't exchange their currency for a perceived better deal.

Inflation from excess cash supply causes increased consumer goods demand, which comes with its own problems as pops end up spending more on essentials, potentially causing a wealth drain.

Circulating cash can enter or leave the country via trade. All of the tradegoods you import from abroad will cause your currency to leave the country, whereas exports cause foreign currency to enter the country. Whenever foreign currency enters the country, it increases your ability to mint new currency - as the government, you have a minting cap which you are able to supplement by melting down foreign coinage and recycling it into your own money, at the equivalent precious metal value. This is all wrapped up in the minting rate cap which is based on the amount of precious metal available to mint.

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Reserve Exchange Rate


The controller of a currency (the main user of the currency, or the originator of the currency in the case of currency unions) may change the reserve exchange rate, which is the value of currency required to purchase 1lb the precious reserve metal (which may be gold, silver, or a combination of both known as a "bimetallic" standard). This is the amount that can be spent by pops in order to cash in currency during periods of inflation, unless the reserves are frozen. It is the fundamental measure of your currency's value, as it was throughout the 19th and early 20th centuries.

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Any currency's value in terms of wealth is therefore calculated by the market value of the precious metals that back it, divided by the amount of currency needed to purchase a unit of that metal.

Changing this value is a way of controlling inflation and deflation, as well as combating debt, as you can increase or decrease the value of your currency as needed in order to pay off debt, or reduce the impact of inflation or deflation in the money supply. However, this is a politically expensive move, requiring political influence and impacting your stability whenever you make the change.

The influence cost and stability impact depend on the current value of your currency. A currency with a low exchange rate (i.e. higher value to gold or silver) is more politically risky to change than a currency with an already high exchange rate (i.e. lower value to gold or silver).

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The real market value of the currency is not always the same as the official value set by the government. It is also affected by the reserve ratio, which is the percentage of money in circulation and in debt that is backed up by actual precious metal reserves. The lower your reserves, the lower the effective value of your currency as merchants' confidence in the ability to cash in that currency for reserve metal is lower.

Pictured below, due to enormous sell-offs of reserve metal during the French revolutionary wars, Britain has an absolutely tiny reserve ratio of only 0.17%

This would normally mean that the currency is only worth 0.17% of its official value, but because Britain has a public debt administration (more on this below), this is boosted up to 0.86%
This can also be seen in the French reserve ratio, which is 2.98%, but has an impact of reducing the currency's value to 14.83% of its value in gold (as the French Franc is backed by gold).

It is not always a bad thing to have a low reserve ratio. For one, gold and silver are not the most efficient ways of storing wealth, as you cannot directly control their market value, and you cannot easily just create them - so having huge reserves can be a waste of resources when you could make more money by trading away your precious metals, especially when their values are high. Additionally, a low reserve ratio can help counteract inflation, as a currency with a low exchange rate to precious metal can cause cash inflation, and encourage pops to rush to the bank to buy up gold and silver to cash in on a good deal as well as accelerating demand for basic goods.

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National Debt

National debt is a special feature available to countries with a public debt administration. It can be used for good, to create wealth for your treasury quickly on-demand, but it can also invite the wrath of the hells upon you if you are not careful. With a national debt administration you are also able to sustain a higher currency value with smaller reserves; countries without a public debt administration must maintain a larger reserve or their currencies will devalue much more dramatically.

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National debt can be created by the government whenever it wants. This adds wealth directly into your coffers, and increases your debt amount in terms of currency.

The value of national debt is tracked against your GDP. The higher the national debt vs. GDP, the greater the interest rate you will have to pay back on debt. As well as this, remember the market value of your money from above? Naturally, creating more money through national debt will decrease your reserve ratio, and therefore decrease the market value of your currency.

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You must therefore balance taking out debt with growing your economy.

Low stability and war exhaustion will also increase your debt's interest rates, so if you plunge your country into chaos or a protracted war, you will end up paying more on your debts as the lenders start to worry about your ability to pay it back. Be careful about taking risky actions when you have a lot of debt, as the costs could turn from manageable one year, to disastrous the next year when the Prussian army is bombing your capital and you find yourself selling off precious state assets to pay for those airship replacements!

Another danger of national debt is while that debt issued gives you wealth based on the market value of your currency, the cost of repaying debt is based on the real value of your currency, plus interest. If the value of your currency increases, debts will become harder to pay off. You can, of course, take the political loss of purposefully devaluing your currency's official rates in order to make it easier to pay off more debt.


Thank you for reading!
And thank you for your patience as we develop this huge mod. Rest assured, we are working towards a playable alpha that we can share with you, and we are burning down an ever-shrinking list of features to reach that goal. I'm very excited to release this to the public soon... you can't rush art.

The currency system represents the penultimate economic overhaul for the mod. Next, we will need to finish off jobs and salaries, which are already partially complete and just need integration with the currency system.

In a future dev diary, we will talk about this new job system, and the impact of currencies on the international stage.

As ever, join our discord here to volunteer your help, discuss the mod and get occasional sneak peeks: https://discord.gg/nbxgkwy
 
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Dev Diary 15: Education New
Dev Diary 15: Education

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And a special message first. If you're reading this, you're probably wondering "when the hell is this going to release?"
We're working towards a playable public alpha (and that means a version for testing, regular patching and breaking saves!).
Here is a roadmap for the alpha release: https://github.com/users/sobisonator/projects/2/views/1
As you can see, much of what we're working on is creating scripts for non-player countries to act rationally and interact with the new mod mechanics.
If you know how to navigate github, you can download the mod files via that link... but it's not playable right now ;)

No new features are being added at the moment, we are working through the roadmap to release and once that is done, we'll return to adding planned features alongside bugfixes.
The next few dev diaries are going to cover features which are already complete and ready for alpha testing, or about to be finished off.

Stay tuned for more information.

Overview
Last time, we talked about money and mentioned jobs at the end of that DD. While the next DD will indeed cover jobs, first we need to cover education. This is an underlying requirement to support jobs in Imperatrix.

All pops in Imperatrix are capable of being educated to tier 1 in schools, or tier 2 in universities. Tier 1 represents basic literacy, numeracy and training for complex jobs. Tier 2 represents advanced specialist education required for certain service and administration jobs, and it is also the way of generating research points that you need to research new tech.

Pictured below: a custom pie chart in the nation overview shows the spread of education in the country. At the game's start, most countries will have less than 1% of their population educated to tier 2 (green), and only a small percentage educated to tier 1 (yellow). Most pops will have no education at all (red), but these pops can still work many jobs.

Note: all the values in this DD are subject to balancing after alpha release.

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Every governorship (i.e., a region within a country) has its own local education statistics. You can see these via the province window if you expand the regional statistics.

Let's take a look at how to provide education to your pops.

Education buildings
By building schools and universities your pops will work to improve education in a region.

These buildings work by increasing the education cap for their respective tiers. The actual number of educated pops then gradually ticks up until it reaches the cap; this is faster the higher the cap and the greater the distance between the cap and the current number of educated pops, so if you build a large number of schools, the populace will be more rapidly educated. It is always gradual and only updates on a yearly basis.

As you can see below, education is inherent to jobs including the jobs to provide education in the first place. Schools, for example, each require 0.1 tier 2 educated pops present in the governorship to work them.

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Thanks to some wrangling of the tooltips, we have been able to add all this custom information into the building tooltip. A building's education requirements are dynamically calculated and presented to the player when the tooltip calls for it.

As you can see above, universities provide tier 2 education capacity not only to their region, but also to the whole country. Distant regions can access these slots based on their infrastructure quality; if you build many universities in your capital, it is therefore unlikely that a mountainous region with very little transport infrastructure will get access to many of the tier 2 education slots, whereas an industrialised port region will get a bigger share of the access.

Tier 2 education also spreads internationally via trade. Every trade relationship provides a small percentage of the available tier 2 education slots between trade partners. This is an essential way for countries with no universities of their own to gradually educate their pops, generate research, and eventually kickstart a local education system of their own. It's also a nice bonus for established countries to boost their research rate.

Tier 1 education is always local, so you must build schools in every region to provide the benefit.

Research & modifiers
Pops with tier 2 education are the only source of research in the mod.

Every tier 2 educated pop produces 1 research point. These research points are accumulated at the provinces where universities are located, so you need to ensure that you own these provinces and that they are not occupied in order to gain the research bonus. Stacking more universities in one province also provides a percentage multiplier to the research points output in that province, so it also pays to build many in one place.

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Using laws, you can modify how tier 2 education is provided. While these are still a work in progress, the religious colleges law is in a complete state and demonstrates some of the ways of managing the system at a national level:

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This represents traditional, strictly religious establishments which are less focused on research or public access, and more on the promotion of the doctrines of state religion. Most countries will begin the game in this way, and with the introduction of political mechanics, they will have to liberalise if they want to change this.

Regional data
As well as the national overview, every region has its education information summarised. This is where you can see what factors are providing your education cap, how many pops are educated, and very importantly how many educated pops are available to work jobs.

The tier 2 education in any region is capped by tier 1 education; that is, all pops educated to tier 2 must have first completed tier 1.

Tier 2 education requires very small numbers to work jobs, almost always less than 1 whole pop, whereas tier 2 jobs tend to demand several pops.

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What's next?

The next dev diary will explain what buildings and therefore jobs there are, and how they interact with the mod's mechanics beyond just education.

After that, we'll take a look at the impact of currency on the international market and therefore its impact on trade and diplomacy.

As ever, join our discord here to volunteer your help, discuss the mod and get occasional sneak peeks: https://discord.gg/nbxgkwy
We're only looking for scripters at the moment, so if you want to learn about the mod and you know how to write events, decisions and scripted effects, get in touch here or on discord.
 
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Would it be possible for there to be a light UI option The dark imo is abit too stark.

Fantastic dev diary! I can’t wait for it to be released
You're not the first person to ask for this. I spoke to the UI guys and they said it's not as easy as adding an option, but I will look at lightening up the backgrounds a bit.
 
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Hi! First of all, very interesting project, and thanks for the dedication of those four years.

Can I respectfully chip in with naming suggestions for Piedmont provinces?

The names of south-eastern provinces feel weird. I talk about Cavour, and Poggeto Something (can't really read).


2) Cavour is a little hamlet, that apart from being the namesake of the famous prime minister never had particular importance. Also, it is located between Cuneo and Turin, so it would fall outside its namesake province. I would suggest to change name to Pinerolo for "proper" naming convention, but I have to confess that I also like a lot the idea of having a province named Cavour.

3) Poggeto Tenent is just super weird. To my knowledge, there is no place in that area that has that name. I realize that, given that nowadays is mostly border mountains, there is no big city to name the province after. The "biggest" (still talking about 1k in population) are Demonte and Limone Piemonte. The suggestion I have is to call it Entraque. Full disclosure: Entraque is a little hamlet, not exactly a good naming convention, but it is also the place where my family comes from, so, hei, I try to put it on the map:) Whatever choice you make, I strongly suggest to name the province after a real place.

Source: Piedmontese from southwest Piedmont
 
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