1/2/2023 0 Comments Victoria 3 dev diary 11Instead, each trade route has a purchase price and sale price which are calculated based on the difference between the pre-trade and post-trade price of the goods in the two markets. A trade route makes money by buying goods that are cheap in the exporting market and selling them at a higher price in the importing market, but it isn’t as simple as just looking at the current market price. So what are the market conditions that affect whether trade routes grow, shrink, or stay unchanged? Well, the single most important factor is profitability. It’s also worth noting in this context that we have removed the national limit on the number of trade routes you can have, and replaced it with a fixed bureaucracy cost per route (which does not increase with route level) instead, to encourage countries to have fewer, more impactful trade routes. So if you’re playing as Britain and looking to import Wood from Brazil, instead of setting the exact level of Wood imports that makes sense for your needs right away, you simply establish the route and it will grow towards those needs over time. Instead, all newly established trade routes start at level 1, and will grow (or shrink) on a weekly basis based on market conditions. Trade Routes are created from the Trade Lens, where you will get both a map and list overview of the most suitable markets to trade withĪs to what has changed, probably the single most important difference is that you no longer directly manage the level of your trade routes. Trade Routes also still require Convoys to transport goods along sea routes, and still create Trade Centers whose employees manage and profit from those routes. Namely, that trade routes are still established by a nation, from their market to another market, and can be either an import route (which creates buy orders in the foreign market and sell orders in your own market) or an export route (which does the opposite). So then, what has changed about trade? Well first of all, let’s go over what hasn’t changed. Well, design and implement a solution we did, so here I am to tell you all about it. These weren’t the *only* issues mind, but they were the two big ones that we needed to design some sort of solution for. These issues were that first, managing the precise level of your trade routes was far too micro-intensive, and second, that Tariffs didn’t function as an effective trade barrier. For Trade specifically, there were two main issues that were brought up repeatedly from internal testing and feedback, but which we hadn’t had figured out the solution for yet by the time the Trade dev diary was written. Īs is fairly common knowledge, we are constantly iterating on our systems, and even when something has been written about in a dev diary that doesn’t mean we’re a hundred percent happy with it or aren’t looking to tweak it in some way. Today is going to be a slightly different diary, as instead of bringing up a system we haven’t previously covered we’ll be talking about a whole bunch of changes that have happened to Trade, which was previously talked about in Dev Diary #38. Hello and welcome to another Victoria 3 development diary.
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