Victoria 3

Victoria 3

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protect_your_nuts
   
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28 Nov, 2022 @ 11:18am
13 Mar, 2023 @ 2:04pm
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protect_your_nuts

Description
Mod to protect your trade goods from excessive exports. Currently the game keeps increasing trade route size, even when unprofitable (up to 10% profit loss) to the detriment of both parties. This mod tries to make trade routes take "just enough", while not taking "too much" of your precious nuts (trade goods).

There is also a "feature" where the country stealing your goods pays the average of the lowest price for the good and the actual price of the good. This makes imported goods very cheap for them, and you get very little profit (probably a net loss) when selling your goods. (Not entirely fixed yet by 1.1)

change to \common\defines\

NEconomy = {
PRICE_RANGE = 0.67
# default is 0.75 for goods having a price range of base price +/- 75%
# i made this lower to increase the minimum sell price, thus making AI pay more when stealing your goods.

TRADE_ROUTE_AUTO_INCREASE_ACCEPTABLE_REVENUE_DIFFERENCE = 0.96
# default is 1.1, Multiply revenue of new trade route level by this for the purpose of considering whether it's OK to auto-increase level (means that trade routes can level up even when slightly decreasing overall revenue). OK, you don't want that to happen, goods are already too cheap.

TRADE_ROUTE_AUTO_REDUCTION_ACCEPTABLE_REVENUE_DIFFERENCE = 1.04
# default is 1.15, Multiply revenue of current trade route level by this for the purpose of considering whether we should auto-decrease level (means that trade routes won't level down just for the purpose of a small revenue increase)
# made this lower so trade routes will go down if they can make 4% more profit by doing so. want it easier for trade routes to go down.
}

change to \common\laws\

add an additional 10% to export tariffs for Mercantilism and Protectionism (this number seems to be the sweet spot for 1.1). This balances out the way-too-cheap price of import goods, so the net price comes out at about the base price--what it should be selling for.

these changes are symmetrical, so they apply equally to AI and the player. You and the AI will both get paid more to export your goods, and importing goods will cost more. This results in producing goods being profitable.

note, a trade agreement bypasses these tariffs, so be very careful getting into one. trade agreements will make both parties' goods have a very low price.

Not compatible with Maximum Exports Applied mod as they both change the laws file, but you shouldn't need both. Maximum Exports Applied puts a hard upper limit on how much of your goods can be traded, but you won't get paid a fair price for your goods, it just caps your losses.

change to \common\history\trade_routes\

set all initial trade routes to level 1, so they are not stuck at artificially high levels.
11 Comments
Vitality 16 Mar, 2023 @ 7:24pm 
Thank you for the incredible usefulness of your mod for all this time.
That one of the major issues with the trade system has been reworked officially is a testament to how serious the situation was, and thereby how irreplacable your mod was in fixing it.

Thank you for sharing it with us and keeping it working for as long as you have!
D34DLY  [author] 15 Mar, 2023 @ 12:20pm 
this mod doesn't seem to be needed now. If you want minimal trade, then go ahead, but the default game isn't robbing you blind like it used to.
zzzptm 14 Mar, 2023 @ 1:59pm 
Thanks for what you did in this mod! I plan to load a game without mods, see what bothers me, and then load new mods to fix what's still broken or what got broken anew! :-)
D34DLY  [author] 13 Mar, 2023 @ 2:01pm 
I'm not sure if this is still needed. they didn't change what i changed in the mod, but they did (apparently) fix the underlying problem where foreign countries could buy your goods at well below market price.
D34DLY  [author] 19 Jan, 2023 @ 8:48am 
I just play the first 50 years or so, so i haven't tested it late game.

you can expel their diplomats and start an embargo on them, (or declare war on them), to halt the export.

the other thing you can do is kill your chair production (for example, set logging to not harvest hardwood, which prevents luxury furniture and regular furniture if factory makes both.) when trade route goes away, then restart your production.
zzzptm 19 Jan, 2023 @ 8:20am 
Lol, just noticed my oil wasn't being protected. BRB, gonna raise tariffs on it to keep it in the country. :-D
zzzptm 19 Jan, 2023 @ 8:17am 
Follow-up note... I'm still having an issue with all my furniture getting sold to the USA, UK, China, and Russia. I'm protecting it on mercantilism, but because the AI apparently does not prioritize domestic furniture production, even with the 25% tariff, I'm still the cheapest source of the stuff, to the point where my people got no chairs while we sell everything to deal with these level 100 trade routes. This has a knock-on effect where I'm short 10K wood, because of all the export demand. I'm going to try protectionism to see if that works out, but of all the goods I export, that's the only one where it's doing 37K of the 45K that I make. I do have a slight shortage of oil, but only around 2K of 82K are getting exported, so job well done there.
D34DLY  [author] 19 Jan, 2023 @ 7:38am 
nice, thanks
zzzptm 18 Jan, 2023 @ 5:59am 
I've tried the others, this is the one that did the trick for me. No longer do I have -10K groceries and -11K chairs and -12K shirts because I AM THE ONLY ONE IN THE WORLD MAKING THOSE THINGS! By not letting the player be an infinite source of goods, other nations have to step up their game in making staples and they do a good job of it.
D34DLY  [author] 10 Dec, 2022 @ 4:19pm 
thanks.

it isn't perfect, but it moves things in the right direction. There is still an issue where they get too good of a deal on the price to buy the goods (I can't find where this is done, so i think it is hidden code). The additional tariff helps to compensate, at least. And the amount they steal is much less.