Victoria 3

Victoria 3

View Stats:
Pico Dec 3, 2023 @ 11:55am
Local Prices - noob question!
ok.. i dont get the mechanic, or i got it and its simply weird.

When i produce Iron in State A and i do not have any demand of iron in that particular state - the local price for iron will drop, because i have a lot of sell orders but no buy orders.
-> lower weekly balance for iron mines. not good.

And i have State B where i have a high demand of iron. So high local price for iron.
-> lower weekly balance for lets say steel factories, because they have to buy the expensive iron. Also not good.

So this is a Loose-Loose.

But. In State A NOBODY should buy iron. Nobody. But the local mines "sell" it anyway - to a lower price, ok, but the iron is sold to someone.

And in State B the factories buy iron, and they have to pay more, due to high local market price. But WHO gets this amount of money?

I would understand, when at least one of the two industries would profit. Either the steel industry in state B, because they would buy cheap iron of State A, Or the iron Mines in State A, because they can use the high demand and high prices of state B.

I mean, in reality my iron mines in State A would sell their iron to the steel industry in State B. And i think they should benefit from higher prices on local market in State B.
But ingame this connection does not exist. And therefore its just loose loose.

Where is my mistake? This does not make much sense to me.
I mean in reality the iron mines would sell their iron all over the country or not? And if there is high demand of iron countrywide, the mines would make huge profit, even though the iron price in their home state would be much lower. It would be irrelevant, when there is no industry which would buy the cheap iron.

please enlighten me :)

thx.
< >
Showing 1-5 of 5 comments
Alex Dec 3, 2023 @ 12:03pm 
Don't try, the mechanic doesn't make any sense. I'm merely hoping that this system is just a placeholder for something the devs flesh out for 1.6. Although, scratch that, I think that I should make a mod.

Anyway, the calculation is simple, you have a base price modifier of 75%, which is adjusted by a few factors. Transport capability is not one of them. But zeppelins are o.O
https://vic3.paradoxwikis.com/Market#Local_price
Last edited by Alex; Dec 3, 2023 @ 12:10pm
Pico Dec 3, 2023 @ 12:18pm 
Thank you.
So just hoping for pdx to fix or improve this mechanic.. Mod would be highly appreciated.
Yes, i already read this zeppelin-♥♥♥♥♥♥♥♥ :D

Would be more logical, if railways would negate the negative modifiers or improve the MAPI up to 100%, maybe combined with some railway or logistic related techs.
So it would be important to build up an logistics network, and build specific railways between your most important industries.

But actually one seems to be doomed to always build complete production chains in one state. So one state prospers, while all the others cant develop at all. And Railroads make no difference.
this cant be working as intended.
Alex Dec 3, 2023 @ 12:26pm 
Originally posted by Pico:
Thank you.
So just hoping for pdx to fix or improve this mechanic.. Mod would be highly appreciated.
Yes, i already read this zeppelin-♥♥♥♥♥♥♥♥ :D
You'd have to build gargantuan zeppelins for them to affect MAPI. But then, a single lightning strike, BOOM, and a province is gone in a massive hydrogen blast.
Originally posted by Pico:
Would be more logical, if railways would negate the negative modifiers or improve the MAPI up to 100%, maybe combined with some railway or logistic related techs.
So it would be important to build up an logistics network, and build specific railways between your most important industries.
I was thinking about tying a MAPI reduction modifier either to infrastructure excess, or to the port/railroad upgrades.
Originally posted by Pico:
But actually one seems to be doomed to always build complete production chains in one state. So one state prospers, while all the others cant develop at all. And Railroads make no difference.
this cant be working as intended.
This can be a very "interesting" puzzle game, but unfortunately, the AI is crap at it. Besides, once you need to upgrade, the fun starts anew.
Last edited by Alex; Dec 3, 2023 @ 12:28pm
diji Dec 3, 2023 @ 6:34pm 
Personally, I've not found that I have to build everything in a chain in one state. I tend to try to do that for the sake of maximum efficiency but I haven't had a problem with having say, iron mines in one state and tooling in another. The productivity is lower than local industries but that's to be expected. There's some good ideas on the Paradox forum about modelling the cost of logistics without going too deep into simulation, though.
Total Oh No Dec 4, 2023 @ 2:10am 
In Vic 2, factories had a fixed throughput bonus when they were built in the same state that also produces its input resources. I think the local prices in Vic 3 are likely, simply intended to bring the behavior of putting factories with synergetic resource usage into the same state, but they want to do it in a more dynamic way than just a fixed bonus. Although in Vic 3's case, what it feels like is that it's not a bonus for same-state factories, but more a malus for everything that is not in the same state.

It is a little weird how local prices don't care about the actual distance between the states and that there's no transportation service that benefits from transporting the goods around, so there's probably still room for improvement, but I think the mechanic is probably still better than resources just being teleported around from state to state in the previous versions.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Dec 3, 2023 @ 11:55am
Posts: 5