Market Stockpiles

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Author: Yosiu

Last revision: 23 Feb at 17:05 UTC (2)

File size: 6.46 MB

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Description:

New version for 1.1.X version of EU5

Changes:
Removed vanilla bonus for production efficiency for manufacturing good in market (is it was conflicting with mod idea)
tweaked defines – market can now export bigger amount of goods when stockpile is high.
Warehouses with food products now tries to be food neutral (warehouses now remove basic food amount of goods they produce but food productivity bonus is still active so they give only minimal net food)
Full stockpile bonus is non-linear, penalty is much bigger at higher good stockpile
Internal code rewritten – now using swithces instead of multiple if-s – should be better optimised.
Warehouses only spawn if there is no local supply
Warehouse give +1 to free building level, so they are free building
Tweaked low stockpile bonus to apply only for relevant goods.

This is purely mechanic mod that adds price changes based on amount of goods in market stockpiles.
Empty stockpile means higher prices, while full stockpile makes abundant good dirt cheap.
Whene there is enough goods in the market adds technical buildings called <good>_stockpile which enables middle man trade and stabilises prices. It don’t add any goods to market(despite what you see in game)

It works by adding fictional demands to market and equalizing it with direct influx of goods to stockpile. While actual amount of goods in stockpile remains unchanged it makes impact on the good price.

At the game start it runs quick simulation of supply in the market and adds beginning stockpile level. Don’t freak out on first month supply value!

Unfortunately this mod, while working as intended, breaks trade UI a bit. It makes fake supply and fake demands which clutter trade UI.

It’s bit confusing for a player but AI has no problem with it, and uses system very effectively, both AI and automation.

How to trade with this mod on:
Quite simple, forget supply and demand just check price of the good, if its above base price there is very low market stockpile which means you can safely invest in rgo, it will be profitable for at least a while.
If you want to be double sure, check price history of a good to see if its high for a long time or is it some kind of temporary peak. Also if the price is falling down even slightly that means it’s already producing/importing more than market can absorb and price will fall.
if you want to be triple sure, check neighbouring markets – if they also are high price you may become local supplier.

There is no big problem with buildings, as they close when profitability is lower. Main problem lies with RGOs as they have no costs, which makes them always profitable. Thath makes them produce goods even with full market stockpile drowning price to minimum.

What it tries to accomplish:
-In vanilla there is no penalty for producing excess goods in the market. Now if you overproduce goods will loose value, so they will become more profitable for export and less profitable for production.
-Empty stockpiles drives prices up which creates more room to become middle man and creates more profitable trade routes.
-Since every market tries to have limited stockpile of every good, AI has now more freedom when choosing production method for buildings and when constructing new buildings.

This mod don’t balance entire economy: it focuses only on trade mechanism – this simple change reveals reveals how unbalanced RGOs/buildings/production/town setups are in vanilla EU5. You will need some other mod to fix that.

SUPPORT my sugestions in Paradox Forum so i can someday make this mod without additional buildings and without braking UI: https://forum.paradoxplaza.com/forum/threads/small-changes-to-moding-back-end-of-market-systems.1894717/

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Revisions:

Old revisions of this mod are available below. Click the link to download.