Victoria 3

Victoria 3

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elm4gor Nov 17, 2023 @ 11:19am
Local Prices
Hello,
i am not sure Local Prices behave properly, just now i have started playthrough as Persia and i joined Russian market, there is a shortage of fertilizer so i decided to make Fertilizer factory and Sulfur mines in Arabistan. It makes 200 fertilizer but it sells everything locally for low price and building is barely profitable, even though on Russian market it is still shortage for +75 percent price . It is absolutely silly. Production should split into localBuyOrders and rest should go to national market for national price. National market should be made from local surpluses and local shortages.

Can i rollback the patch anyhow? I would like to play but this is not playable for me
Last edited by elm4gor; Nov 17, 2023 @ 11:26am
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Showing 1-12 of 12 comments
Dr. KinG Nov 18, 2023 @ 1:54am 
Got the same Problem as Ottoman ( tools -ankara, iron - trabzon ), local & national markets dont sync and updates prices on the market somehow. This is terrible and unplayable right now for me.
Hangaround0122 Nov 18, 2023 @ 2:26am 
in my experience
local price for building, market price for trading
Roman 45 Nov 18, 2023 @ 3:09am 
Originally posted by elm4gor:
Hello,
i am not sure Local Prices behave properly, just now i have started playthrough as Persia and i joined Russian market, there is a shortage of fertilizer so i decided to make Fertilizer factory and Sulfur mines in Arabistan. It makes 200 fertilizer but it sells everything locally for low price and building is barely profitable, even though on Russian market it is still shortage for +75 percent price . It is absolutely silly. Production should split into localBuyOrders and rest should go to national market for national price. National market should be made from local surpluses and local shortages.

Can i rollback the patch anyhow? I would like to play but this is not playable for me

If you have the time or interest, according to Paradox, you should post sich issues/bugs, here: https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/
Wilhelm Nov 18, 2023 @ 3:21am 
did local prices change anything in your gameplay though? i mean i still build buildings with the building interface and look there where the most profitable province (+ income) and workers are.
thats basically what i´ve done before, too.

what do you guys do with the local prices? which screens do you use to interact with them and why?
elm4gor Nov 18, 2023 @ 4:03am 
Originally posted by Wüstenfuchs:
did local prices change anything in your gameplay though? i mean i still build buildings with the building interface and look there where the most profitable province (+ income) and workers are.
thats basically what i´ve done before, too.

what do you guys do with the local prices? which screens do you use to interact with them and why?

There is a tab in province details with local prices, those are very different from market prices. Persia starts with traditionalism with no stock exchange which amplifies the effect. Still, you should not sell everything locally with whole nation having railways in each province. Local prices as implemented now have no sense, poorly thought out, poorly done.
Roman 45 Nov 18, 2023 @ 4:04am 
Originally posted by Wüstenfuchs:
did local prices change anything in your gameplay though? i mean i still build buildings with the building interface and look there where the most profitable province (+ income) and workers are.
thats basically what i´ve done before, too.

what do you guys do with the local prices? which screens do you use to interact with them and why?

local prices can become important or lets say something to consider when building factories f.e. So if you build a furniture industry in a state without wood and build another in a state with wood (and also build that logging camps), the 2nd one will be more profitable, as its required resources are available in the local market. You can check the local market prices in the state overview and on the right side (i think?) you see the price differences compared to the standard market price of your nation.

In another state you might have higher prices for food, even your total market demand is settled. So ppl living in that province have to pay higher prices as local food supply is low in their state. Not a huge deal, but may interesting to watch time to time and if you feeld the need, adjust it and build more food in nthat region next time....
Ofc more important the higher the population is in that state!

I think it will get more important with future patches, not sure how well balanced it currently works
Last edited by Roman 45; Nov 18, 2023 @ 4:07am
Wilhelm Nov 20, 2023 @ 6:54am 
Originally posted by Roman 45:
Originally posted by Wüstenfuchs:
did local prices change anything in your gameplay though? i mean i still build buildings with the building interface and look there where the most profitable province (+ income) and workers are.
thats basically what i´ve done before, too.

what do you guys do with the local prices? which screens do you use to interact with them and why?

local prices can become important or lets say something to consider when building factories f.e. So if you build a furniture industry in a state without wood and build another in a state with wood (and also build that logging camps), the 2nd one will be more profitable, as its required resources are available in the local market. You can check the local market prices in the state overview and on the right side (i think?) you see the price differences compared to the standard market price of your nation.

In another state you might have higher prices for food, even your total market demand is settled. So ppl living in that province have to pay higher prices as local food supply is low in their state. Not a huge deal, but may interesting to watch time to time and if you feeld the need, adjust it and build more food in nthat region next time....
Ofc more important the higher the population is in that state!

I think it will get more important with future patches, not sure how well balanced it currently works

thats true but when you build stuff it already shows the estimated +profit per factory. thats the same we have done before except sometimes choosing other states since the local price factor wasn´t there. the loop is exactly the same.

it is only relevant in the early stages of the game when the local price difference isn´t big and one could build factories in the wrong states if you only look at +profit.
or did i miss something there?
elm4gor Nov 20, 2023 @ 7:04am 
Originally posted by Wüstenfuchs:
Originally posted by Roman 45:

local prices can become important or lets say something to consider when building factories f.e. So if you build a furniture industry in a state without wood and build another in a state with wood (and also build that logging camps), the 2nd one will be more profitable, as its required resources are available in the local market. You can check the local market prices in the state overview and on the right side (i think?) you see the price differences compared to the standard market price of your nation.

In another state you might have higher prices for food, even your total market demand is settled. So ppl living in that province have to pay higher prices as local food supply is low in their state. Not a huge deal, but may interesting to watch time to time and if you feeld the need, adjust it and build more food in nthat region next time....
Ofc more important the higher the population is in that state!

I think it will get more important with future patches, not sure how well balanced it currently works

thats true but when you build stuff it already shows the estimated +profit per factory. thats the same we have done before except sometimes choosing other states since the local price factor wasn´t there. the loop is exactly the same.

it is only relevant in the early stages of the game when the local price difference isn´t big and one could build factories in the wrong states if you only look at +profit.
or did i miss something there?

It is huge sink for value at start (as difference is even higher) mid to late game Transportation, Electricity and Services are pure local goods .. so you have no other option than to go through local prices menu in each province and build accordingly, which is a lot more micromanagement, i played as Persia which has 10 states to start with and micro was incovenient but not horrible .. cannot imagine coutries like China though
Shintai Nov 20, 2023 @ 7:08am 
Another problem with local prices are that money vanishes.

The problem for the OP isn´t that the good are sold at the local prices. The difference between local price and market price just vanishes out in thin air. Yet the buyer has to pay market price. This is just one of countless issues.

There is absolutely no economic simulation worth anything in this game.
gmsh1964 Nov 20, 2023 @ 4:45pm 
I believe elom4gor is not correct. As the game goes on, your MIDI value gets higher, so the Local prices have less of an impact. I could be very wrong, but there is so much stuff going on, I feel like I am losing my mind.., a lot.
TheCollector Dec 3, 2023 @ 4:48pm 
Originally posted by Shintai:
Another problem with local prices are that money vanishes.

The problem for the OP isn´t that the good are sold at the local prices. The difference between local price and market price just vanishes out in thin air. Yet the buyer has to pay market price. This is just one of countless issues.

There is absolutely no economic simulation worth anything in this game.

The game needs an additional national trade institution (merchant pop) to catch all the money lost by the price differences so they can reinvest it in the economy by consuming goods, otherwise the economy will permanently loose cash every week as you say.
CertainDeath Dec 3, 2023 @ 6:32pm 
MAPI definitely needs more work. it cant be intended that its equally expensive to ship goods from rheinland to holland (which was historically cheap, send it down the river...), as shipping goods from bohemia to tibet.
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Date Posted: Nov 17, 2023 @ 11:19am
Posts: 12