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Re: [1.11.12c] Trade not functioning
Posted: Mon Mar 13, 2023 11:01 pm
by Voker57
Interregime trade seems to be completely broken again in latest versions (v).
Re: [1.11.12c] Trade not functioning
Posted: Thu Mar 16, 2023 12:50 pm
by Vic
Hi Voker57,
I will need a savefile to
vic@vrdesigns.net but with a little example text of what is broken (like: A not selling rare metals to B)
Would be much appreciated. We are almost at release would like to QA this asap.
best wishes,
Vic
Re: [1.11.12c] Trade not functioning
Posted: Sun Jun 11, 2023 1:30 pm
by Voker57
Once again trade is broken. Got a trade agreement with Gargland, prices are quite different but zero trade is going on for many turns. See attached save.
Re: [1.11.12c] Trade not functioning
Posted: Mon Jun 12, 2023 8:12 am
by Vic
Thanks for the save.
I advanced the turn checking for Rare + Fuel and all is working as intended.
Gargland is selling some items to Grazing Republic , but mostly to Eclon.
For example:
Gargland Rare prices are around 26 Cr, yours are at 41 Cr, but Eclon prices are around 67 Cr. Hence Gargland traders prefer to sell to Eclon.
Best wishes,
Vic
Re: [1.11.12c] Trade not functioning
Posted: Mon Jun 12, 2023 12:58 pm
by Voker57
Vic wrote: Mon Jun 12, 2023 8:12 am
Thanks for the save.
I advanced the turn checking for Rare + Fuel and all is working as intended.
Gargland is selling some items to Grazing Republic , but mostly to Eclon.
For example:
Gargland Rare prices are around 26 Cr, yours are at 41 Cr, but Eclon prices are around 67 Cr. Hence Gargland traders prefer to sell to Eclon.
Best wishes,
Vic
Gargland and Eclon are at war and do not have a trade agreement, shouldn't this have at least some effect? And are all possible items sold to Eclon, with none left for Greenfield?
Since prices are quite different, total amount traded by Gargland seems very low.
Re: [1.11.12c] Trade not functioning
Posted: Tue Jun 27, 2023 1:49 pm
by Vic
They are huge trade houses so even a small % of maximum trade might do the trick, especially if buyer has limited credits.
I will think about this though as maybe some other penalty than volume should be in place.
Re: [1.11.12c] Trade not functioning
Posted: Thu Jun 29, 2023 2:05 pm
by Vic
Rechecked this. Thanks for being a good sport!
And actually the price to buy from Gargland is almost equal to the (buy+sell)/2 Price of Greenfields.
And Greenfields has 25% Tariffs on Gargland..
Hence no go.
For 221g I am revising the buying Trade Houses's price point from (buy+sell)/2 to (buy+sell+sell)/3 for inter Trade deals like this one.
In a test run of your save game where i disabled the 25% Tariffs (which raise the price of Garglands items for Greenfield) i saw Gargland first selling like 50 rare items to Eclon and then like 250 to Geenfield.
thanks for continued feedback and helping me finetune the game more and more.
Re: [1.11.12c] Trade not functioning
Posted: Sat Jul 22, 2023 8:57 am
by Voker57
Trade seems to generally work these days, thank you
Only issue is unclear trading limits. I have a save where traders have over 100k credits, metal price diff is ~20 cred, yet they only trade around 250 max per turn. Not sure how limits are calculated, maybe this should be revised?
Re: [1.11.12c] Trade not functioning
Posted: Tue Aug 01, 2023 1:56 pm
by Voker57
In a similar way, traders never buy enough metals/whatever rare resources from the player to lower the prices. They always remain sky-high but with very low purchasing limits.
Re: [1.11.12c] Trade not functioning
Posted: Fri Aug 04, 2023 9:43 pm
by Voker57
A suggestion how to fix it: instead of letting player sell 1/3 of trader's cash per category, let player make an order for selling a maximum of X goods for minimum price Y. Same for buying. Not sure how trader algorithms work currently, but with such orders, between turns trader can sell goods in batches and satisfy highest-profit deals first.
Re: [1.11.12c] Trade kinda functioning
Posted: Mon Aug 07, 2023 1:17 pm
by Vic
I am still not completely happy here either. But thinking more towards making the traders realize what qty of stock the player is sitting on to get a real grasp on what the price should be.
Re: [1.11.12c] Trade kinda functioning
Posted: Tue Aug 08, 2023 9:27 am
by Voker57
That sounds like inviting a set of problems on its own, minimizing your stock to maximize the price and various workarounds for that. Improving market simulation seems like a better way.
Re: [1.11.12c] Trade kinda functioning
Posted: Mon Aug 14, 2023 8:13 am
by Don_Kiyote
Voker57 wrote: Tue Aug 08, 2023 9:27 am
...minimizing your stock to maximize the price and various workarounds for that. Improving market simulation seems like a better way.
I've been watching this thread, trying to see how trade is developing.
I was going to say that commodity producers routinely regulate their production for exactly that^ reason: to prevent over-supply, a disaster worse than anything an explosion could cause.
...then I wrote a nice long reply, about Pork Belly trading in Chicago, but the website dumped it when I stood up for a while
One thing I figured might be important in this discussion, is the difference between spot prices and futures trading. At the moment, players opening the "Trade" tab in SE are seeing only spot prices, which are typically (very) dis-advantageous.
Watching closely, good luck, never seen even an approximate economic simulation in a game before, that I can think of

Re: [1.11.12c] Trade kinda functioning
Posted: Thu Jan 11, 2024 8:11 am
by Voker57
Overall, I'm pretty happy with how trade works now, thanks Vic! Within the limitations of the "debt" system and prices/purchase quantities being rather arbitrary. Here's a save, not sure if that's normal or intentional, but traders managed to nearly bankrupt themselves in this one, they have ~3k credits per turn, buy everything at super high prices, and I can't even afford to pay the wages as a result.
Re: [1.11.12c] Trade kinda functioning
Posted: Sat Jan 13, 2024 5:15 am
by Don_Kiyote
Voker57 wrote: Thu Jan 11, 2024 8:11 am
Overall, I'm pretty happy with how trade works now, thanks Vic!
Personally, Im amazed by the improvements.
Slowly trade is becoming more effectual, and in various ways. For the very first time, I used a tariff card the other night, one that had a proper effect and made sense: An 'Import tariff on Non-Aligned' starts showing spurts of 50 or 100 credits in the Treasury report right away. Hopefully this also diverts private trade towards aligned territories; Majors and Minors.
In other news, the strategic AI of my neighbouring allied major is doing an uncannily good job of keeping me away from his territory, which has rainfall, and in mine, which has none, but which has lots of oil reserves. So there is a relative advantage in production. Using this as a basis for trade, my regime will be happy as a net importer of food through the medium term, and as an exporter, not of Oil, but mainly Metal and Rares.
Actually, the Oil is being used for power production...
Re: [1.11.12c] Trade kinda functioning
Posted: Mon Jan 15, 2024 3:04 pm
by Vic
Hi Voker,
Trade is something I want to look at again later this year. Will take your post along.
Best wishes,
Vic