There are no current plans for mission or focus trees, as we feel setting down one (or a few) 'correct' paths would detract from the core society builder aspect of the game.
There will be other mechanics to encourage historical nation formations to happen. There are nation forming mechanics, details will come at a later point!
I don't want to go into too much detail on what content we have at this stage but I can say we do have the Ragamuffin War as that was going on at the start of the game.
Like most of our games the historical rulers & heirs can be scripted in history setup but beyond that randomized. Of course you can have events replace them too.
To my best understanding of history, Hungary did not have enough autonomy in 1836 to be accurately represented as a subject state at that time. You could make an argument for it after Austria became A-H but a very crucial part of A-H was Hungarian privileges and ambitions in regards to shared domination over other parts of the empire, so I'm not sure about that either. I'm of course open to changing my mind if there are compelling enough sources on the subject to indicate they should start as a subject. Subjects' GDP and military power gives prestige to overlords in V3, so it shouldn't be a huge issue in terms of keeping Austria a GP (and shared market means they can still access Hungarian goods). I'm skeptical that it makes sense historically, though.
Interest Groups are supported by individuals in Pops rather than whole Pops, so a Pop can lend support to multiple interest groups.
From stream:
- 750 states
- 140 markets at game start
- ~50 goods
Production and consumption arent 1:1.
There are basic economic buildings that extract base resources i.e Farms, Mines etc. which then feed into more complex manufacturing industries. Some basic resources are also consumed like Grain & Fish
Depending on poptype and class consumption can differ. Labourers arent very picky, if you are a coastal country with lots of fishing then that will do. If you have lots of arable land and grow grain than you can feed your population that way instead. But higher classes will demand more and different goods like Cigars and Tea.
As your economy and standard of living grows so does consumption and trends will change and your economy will have to adapt to keep up.
One of the benefit of a fulfilled high standard of living is that pops become more loyal which in returns means less people that may want to start an uprising. The inverse is of course also true.
Infrastructure amongst other things determines how well your goods get from buildings to markets and back. i.e Farms produce Grain and send them to the Market where they are then sent to other Buildings or Pops for consumption, Infrastructure usage accounts for both ways and must be met.
Rivers are an important form of transportation for goods, particularly early. Railways, roads and ports play a larger role as the game progresses. Terrain is also important.
Infrastructure Buildings like railways and ports also employ people and have a cost and consumption.
Markets have a tendency to consolidate into larger blocks i.e the Commonwealth Market.
Markets at first glance give you a summary of supply and demand. Supply and Demand is used to calculate the Price of a good which is the most important value.
Producers benefit from high prices while consumers benefit from low prices and vice versa.
"Every good has a market price based on supply and demand. States with market access due to underdeveloped infrastructure suffer adverse local price. Pricing is everything. Underproduced goods are expensive and make you reliant on imports. Overproduces goods are cheap to buy but unprofitable to make"
For example: If your Industry relies heavily on the consumption of Sulphur and the price increases this can be bad for you, especially if you dont produce Sulphur yourself and are reliant on imports
Gunboat diplomacy and treaty ports can help open up isolationist markets and help facilitate trade.
"Use your trading fleet to import and export goods with alles and rivals alike. Export goods you have a competititve advantage to manufacture. Import resources you lack or manufactured goods your people need. Trade routes can be mutually beneficial or aggressive"
Different States provide and rely on different resources and access differs from state to state.
Oil can only be discovered in very specific states.
If you have an abudance of industry "fuel" i.e Iron, Coal, Oil and dont have the army or alliances to safeguard it you will have a target on your head.
Trade happens through imports and exports from market to market.
Trading can be very beneficial but also make you reliant on others which can have diplomatic repercussions.
For example: If another player or AI nation is specifically focusing on a certain industry/good you could flood the market and undercut them to destabilize their economy.
Nonexhaustive list of Economic Systems: Mercantilism, Free Trade, Agrarianism, Command Economy etc.
You can micromanage your economy but you dont have to.
"Tax your economy in various ways to make money for the treasury. Income Taxes: deducted from Wages paid. Poll Tax: per had. Consumption Taxes: on goods bought. Dividends Taxes: on profits made. Who is taxed how much depends on your Laws"
Privately owned businesses will try to maximize profit.
Wages are directly linked ot the price of the goods produced/available and the profit that the businesses generate.
You [the Government] make money by taxing wages. But how you tax is up to you: progressively, regressively, poll tax, consumption tax etc.
You can tax the consumption of individual goods i.e Cigars, Liquor, Tea etc.
Taxes are established and abolished through Laws. You can abolish Income tax if you so desire.
"Privately owned buildings have full control over their wages and try to maximize their profits. Countries control Gov. and Military Wages which benefit different parts of their society. Government subsidies guarantees a good wage to keep production high"
Conclusion and Notes:
You can micromanage your economy a lot but you dont have to. The first few DDs will focus on the economy.