if they are no longer the only one with a unique complex economy then there will be no reason to buy vic 3 since everything else in vic 3 sucks, so i support it
@@henrycrystal9740Vicky 3 Has Even More Complex Eco Than Vicky 2. You Can Effectively Win With Eco Alone. I Know Combat Sucks But That Feature Is Pretty Nice.
This would be a great addition if they added some balancing, it would give more of an incentive to conquer different trade goods instead of just scoping out gold and could help with playing tall
@@Darwidx the thing is though, Victoria 3 barely even has a war system, after making hoi4, couldn't they have made a better system than literally just, not playing?
It's a nice proof of concept but it is not balanced in any way. Many features from when I tried didn't do anything (consumption taxes for example) or were just unbalanced (no negative modifiers from not having any food, selling stockpiled goods every few years for hundreds of ducats). The dynamic price change is cool though.
@@manana1444 consumption taxes do work but are badly explained. they don't give you money, they decrease dev-based demand for whatever good you are taxing. this reduces your expenses even though since this is basically a money cheat mod that doesn't matter at all, and it also gives you unrest.
Very interesting mod. It reminds me a bit of Empire Total War's trade mechanics. It would be fun if demand was based on province developement. That would up the resources needed for computing EU4 though. And also, production from uncontacted tribes should not be counted towards global supply limit.
And they probably need some hardcaps on max prices. Cloves for example - should not be so expensive that France bankrupt themselves to get a hold of some. Also supply and demand should be trade node dependent. If Gujarat can buy and consume the entirety of cloves that reach it, there should be no cloves present in Alexandria.
This mod could make a great industrial revolution sim in the late game, with early factories. Could even make a revamped version for an extended timeline mod.
I think one of the biggest things that should occur with trade is that all trade should be circular instead of having end nodes. Force trade steering to be early game Europe while it weakens through events and time. NonEuro formables should have events that force trade away from Europe. Love this mod changing prices though.
I feel like this should be added in as a DLC for EU4, while simplistic compared to Vic2 . The added complexity to trade goods, trade and cash generation is quite good for making interesting playthrough
I am once again suggesting removing the year requirement for spawning institutions. That is, instead of only being able to spawn after 1450, the renaissance can spawn in the 6 years leading up to it as well
Hi chewbert mod update on the EU4 mod I am making almost done writing the script for countries in the scandinavia region but i do wish to add a few more things to it I hope to finnish it this week and then release a beta version of it on steam workshop page all the decisions do work but just want to see if anyone has suggestions for stuff to add and for the future region I wish to add flavour to
I am not Scandinavian but I just felt appropiate to start with Scandinavian region but next region as a Dutch I would like to give the lowlands some love since it has been ages since last update for that region
The concept is good, but I must say that after playing Meiou&Taxes for a year, this is a lot tess complex than what I'm used to, also, it doesn't seems very balanced, but it as potential.
@@KingOfTheHollows That's the version I'm using too ! The version 2 is better because it's more stable for multiplayer mainly, but in singleplayer I find 3.0 better. Honestly, I learned by playing on the easiest difficulty (you have 2 difficulty setting, one on the start screen in the options and one when you start the game, my first game I put the very easy option in both), and if you are having issue you can't fix because you are still not sure how it work, don't hesitate to use the console, a lot of things can't be cheated in even with the console anyways (pops can't, for exemple). Then, have the Meiou&Taxes Wiki open and take the time to read some of the information there first, it is very important. Finally, keep in mind that Meiou&Taxes is mostly about managing the country, less about the crazy fast conquest and Meta, and more about passing reforms when you can (they get your stability and sometimes your relations with the estates down too), which is hard to do, costly, but vital long term, it present you with dilemas between improving the administration, reducing corruption long term but increasing it a lot short term, and in this mod, corruption is a % cut from your income, so passing a lot of law and having 100% corruption WILL kill you for a few years... Most importantly, mind your taxes, industries and pops, you can look in detail to what is happening in each province by mousing over the icons at the bottom and pressing "a". Your developpement is based on the values of ressources produced, so : Nb of pops x Productivity of the industry x value of the things produced. So your Nb of pop is an important base for your Dev, the industry they work is to and the general state of the economy is finally. You have to either have a export focused economy or to have gold/silver mines to have a richer economy! But developpement isn't everything, and a very small and not much developped country which has good laws, efficient taxation and a moslty state owned economy will be a lot richer than a vast country were nobles control everything ! (particularly if said nobles don't like their government much...) Also, try pressing buttons, most buttons have further explaination when you click them, and in your first test game it's better to do bad decisions by mistake than to be afraid to click ! If you have any further questions don't hesitate to ask, you can also try asking on reddit or discord they should be able to help too.
"Oh the Holy Roman Emperor is a Habsburg meaning you need to blah blah blah..." You bolt away in the mountains of Carthage. You are not a minor prince in the Holy Roman Empire. You are the general Hannibal and you have changed your mind. The future cannot come to pass. Rome must burn.
Hey Chewy, sorry if this has been requested before. But what if PU’s weren’t locked to Christian nations? (And maybe also allow Christians to royal marry non Christians.)
@@ChewbertI don't know if gold is wort now more than earlier but furs have over 70 before "coldest winter", they're don't produce inflation, have no chance of lowering development, are aflicted by both goods production and producion efficiency, have manufacture building, give (weak) trade bonus and give income from both production and trade. It's just more OP than Gold and like in Victoria 2 Some Goods have higher value.
" mom can we get vic3 economy"
"we have vic3 economy at home"
vic3 economy at home:
Here before it blows up
slightly more like vic2 eco not vic3 :3
if they are no longer the only one with a unique complex economy then there will be no reason to buy vic 3 since everything else in vic 3 sucks, so i support it
@@henrycrystal9740Vicky 3 Has Even More Complex Eco Than Vicky 2.
You Can Effectively Win With Eco Alone.
I Know Combat Sucks But That Feature Is Pretty Nice.
Nothing says trade system overhaul quite like Chewy taking us all to the gun show to start the video
True
I passed my background check
This would be a great addition if they added some balancing, it would give more of an incentive to conquer different trade goods instead of just scoping out gold and could help with playing tall
Yeah 100%!!
Victoria 2 was so good they added it to EU4.
Victoria 2 was so good they make a sequel XD
@@Darwidx the sequel sucks
@@Darwidx Victoria 2 was so good, they made a horrible sequel and butchered franchise, yaaaaaay
@@grenadaball7655 Awfull sequel means they're tried to do something better, but that was literally imposible due to how good original game was. 😎
@@Darwidx the thing is though, Victoria 3 barely even has a war system, after making hoi4, couldn't they have made a better system than literally just, not playing?
the mod makes the game a lot easier tho, i remember having a 120 ducat economy in 1460 as england
Bit to broken
It's a nice proof of concept but it is not balanced in any way. Many features from when I tried didn't do anything (consumption taxes for example) or were just unbalanced (no negative modifiers from not having any food, selling stockpiled goods every few years for hundreds of ducats). The dynamic price change is cool though.
@@manana1444Who cares about food when you can eat gold 🗿
@@DaGaJbmKojJeiterally Irish famine fr fr
@@manana1444 consumption taxes do work but are badly explained. they don't give you money, they decrease dev-based demand for whatever good you are taxing. this reduces your expenses even though since this is basically a money cheat mod that doesn't matter at all, and it also gives you unrest.
I remember in the early version of Europa Universalis 4 , trade goods have supply and demand .
Very interesting mod. It reminds me a bit of Empire Total War's trade mechanics. It would be fun if demand was based on province developement. That would up the resources needed for computing EU4 though. And also, production from uncontacted tribes should not be counted towards global supply limit.
And they probably need some hardcaps on max prices. Cloves for example - should not be so expensive that France bankrupt themselves to get a hold of some. Also supply and demand should be trade node dependent. If Gujarat can buy and consume the entirety of cloves that reach it, there should be no cloves present in Alexandria.
We need this kind of mechanic for Eu5
you guys should try to make a submod that adds compatibility with trade goods expanded, it'd be very cool
Just watching this video caused my beard to migrate two whole inches towards my neck, is this what it feels like to be a Vicky3 player?
Stiopa is such a legendary modder
Without Chlep though, this mod wouldn't even exist! He is the real legend behind the mod!
Only thing missing is a Trade Good Expanded compatibility
good video my man, keep it up! thanks for throwing this event, hope to see it as an annual thing maybe!
That's the plan!
This mod could make a great industrial revolution sim in the late game, with early factories. Could even make a revamped version for an extended timeline mod.
I must say, this looks like a better trade demand and supply system than Victoria 3's.
So just vic added sorta to eu4, thats awesome ngl
Wow this mod would be awesome in the mega campaign
I think one of the biggest things that should occur with trade is that all trade should be circular instead of having end nodes. Force trade steering to be early game Europe while it weakens through events and time. NonEuro formables should have events that force trade away from Europe. Love this mod changing prices though.
This with the To Victoria mod would be perfect
This mod is awesome, I've got to try it some time
I really like this one ill probably download it and do a venice run with trading
I feel like this should be added in as a DLC for EU4, while simplistic compared to Vic2 . The added complexity to trade goods, trade and cash generation is quite good for making interesting playthrough
It would be cool to introduce a demand fir trade goods for running and supaying a country. I sugest pop demand as a name :)
I definitely was missing a mod like this
I am once again suggesting removing the year requirement for spawning institutions.
That is, instead of only being able to spawn after 1450, the renaissance can spawn in the 6 years leading up to it as well
Lore of They really made EU4 Trade MORE COMPLEX momentum 100
Tank top vibes at the beginning
💪🏽
Hi chewbert mod update on the EU4 mod I am making almost done writing the script for countries in the scandinavia region but i do wish to add a few more things to it I hope to finnish it this week and then release a beta version of it on steam workshop page all the decisions do work but just want to see if anyone has suggestions for stuff to add and for the future region I wish to add flavour to
I am not Scandinavian but I just felt appropiate to start with Scandinavian region but next region as a Dutch I would like to give the lowlands some love since it has been ages since last update for that region
Everytime that you mention that mega campaign, I want to subscribe.. but I have been subscribed for a couple of months now probably
r/wallstreetbets has taken chewy hostage
The concept is good, but I must say that after playing Meiou&Taxes for a year, this is a lot tess complex than what I'm used to, also, it doesn't seems very balanced, but it as potential.
hey how did you learn the mod (meiou) ? i want to play the 3.0 version
@@KingOfTheHollows That's the version I'm using too ! The version 2 is better because it's more stable for multiplayer mainly, but in singleplayer I find 3.0 better.
Honestly, I learned by playing on the easiest difficulty (you have 2 difficulty setting, one on the start screen in the options and one when you start the game, my first game I put the very easy option in both), and if you are having issue you can't fix because you are still not sure how it work, don't hesitate to use the console, a lot of things can't be cheated in even with the console anyways (pops can't, for exemple).
Then, have the Meiou&Taxes Wiki open and take the time to read some of the information there first, it is very important.
Finally, keep in mind that Meiou&Taxes is mostly about managing the country, less about the crazy fast conquest and Meta, and more about passing reforms when you can (they get your stability and sometimes your relations with the estates down too), which is hard to do, costly, but vital long term, it present you with dilemas between improving the administration, reducing corruption long term but increasing it a lot short term, and in this mod, corruption is a % cut from your income, so passing a lot of law and having 100% corruption WILL kill you for a few years...
Most importantly, mind your taxes, industries and pops, you can look in detail to what is happening in each province by mousing over the icons at the bottom and pressing "a".
Your developpement is based on the values of ressources produced, so : Nb of pops x Productivity of the industry x value of the things produced.
So your Nb of pop is an important base for your Dev, the industry they work is to and the general state of the economy is finally. You have to either have a export focused economy or to have gold/silver mines to have a richer economy!
But developpement isn't everything, and a very small and not much developped country which has good laws, efficient taxation and a moslty state owned economy will be a lot richer than a vast country were nobles control everything ! (particularly if said nobles don't like their government much...)
Also, try pressing buttons, most buttons have further explaination when you click them, and in your first test game it's better to do bad decisions by mistake than to be afraid to click !
If you have any further questions don't hesitate to ask, you can also try asking on reddit or discord they should be able to help too.
12:10 Historically, we afforded it through industrialisation and selling very whacky tobacky to Chinese people
Is that a Bogdanov brother on the thumbnail ?? If so, I like the niche reference Chewy
Would have loved to see coal and how crazy it could have gotten, good video still
I demand that a mega campaign goes into stellaris
Be Interesting to see in extended timeline
Day 72 of asking for everyone is Dutch, becauses the first stock exchange was in Amsterdam, which was based around the VOC, Dutch East India Company.
Bro got so hyped he forgot to show us political map mode
It wasn’t important we were talking about stonks
@@Chewbert dude, this game is all about this map mode
.. but that mod isn’t at all about political map mode, get it?
@@Chewbertif I was that much into stock market I would be watching wolf of wall street rn not some map painting simulator
@@Leoninardo you’re barking up the wrong tree man I don’t care 🤝
I saw this n was super interested to try it
cool video!
"Oh the Holy Roman Emperor is a Habsburg meaning you need to blah blah blah..."
You bolt away in the mountains of Carthage. You are not a minor prince in the Holy Roman Empire. You are the general Hannibal and you have changed your mind. The future cannot come to pass. Rome must burn.
Stonks
Insane Mod
Just an idea for a video: what if trade flow was reversed, i.e. end nodes become start nodes and vice versa.
He already did that
@@tadas047 thanks, i'll check it out
this feels like vicky
Is this like the original trade good system? Variable prices?
Hey Chewy, sorry if this has been requested before. But what if PU’s weren’t locked to Christian nations? (And maybe also allow Christians to royal marry non Christians.)
And then after HOI4 you need to go to Stellaris lol
7:34 proves sugar = heroin! =P
can you make a game where every country is reduced to a opm. they only keep their capitols. add colonize please
I did do that! Check my channel!
Please make stock markets into nations?
Is this compatible with M&T?
Cool
Natives not removed 0/10.
This prices are much to high !!! Gold is worthless in this world...
He said gold is worthless 😂
@@Chewbert Like, province with gold as a trade good is worthless in comparission to one of trending goods.
Just like in Victoria 2...
@@Darwidx you’re wrong though man gold is still super powerful
@@ChewbertI don't know if gold is wort now more than earlier but furs have over 70 before "coldest winter", they're don't produce inflation, have no chance of lowering development, are aflicted by both goods production and producion efficiency, have manufacture building, give (weak) trade bonus and give income from both production and trade.
It's just more OP than Gold and like in Victoria 2 Some Goods have higher value.
promo sm 😄
Fur is overpriced
Sounds like something a broke boy would say