![]() Let’s just add magic profit to make that work. We don’t want a floating price, so now we would need to force over-production in the exporting region for trade between markets to make sense. I guess my worry is that a few modelling decision that make little real-world sense lead to a cascade of others and eventually gets to the point where you can’t ignore it. ![]() However, it does lead to hacks like the profit equation in the trade routes as a necessary consequence. Which, considering it’s a game and how much trouble you can get into in an economic simulation, is probably the safer call. Yeah it’s clear the devs made some decisions about the “open” economy and price-setting to be able to guarantee some level of stability and ease of analysis. To give you a couple examples of what this baseline could be, under Mercantilism you have overall lower export tariffs and higher import tariffs, while Free Trade removes all tariffs altogether. No Priority: This is the default market good policy, which sets both Import and Export Tariffs at the baseline determined by your Trade laws. ![]() Encourage Exports: As the name pretty much explicitly states, this market good policy removes export tariffs and increases import tariffs, which is highly useful if you for instance want to drive up the price of Furniture so that your Furniture Industries will see increased profits.Protect Domestic Supply: This market good policy removes import tariffs and increases export tariffs, encouraging countries to supply more of this good to your market and discourages them from exporting it away from you, which might be useful if you for instance want to keep the price of Clippers low so that you’ll pay less to maintain your ports. ![]() There are 3 such policies, which you can set separately for each individual good in your market: However, probably the single most important tool we’ve added for controlling trade is Market Good Policies. Instead, 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. As to what has changed, probably the single most important difference is that you no longer directly manage the level of your trade routes. ![]()
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