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Europa Universalis V – Tinto Talk 124 - Economy, Trade & Tariffs

Published
(56 days ago)
Type
News
Build
24075414 → 24187685
Source
store.steampowered.com
Tinto Talk 124 - Economy, Trade & Tariffs

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Summary

It’s another Happy Wednesday! Bring out your spreadsheets and YouTube guides, this week we have some economy to talk about. To give us the rundown on what the economy looks like in 1.4 I’m passing this week’s baton to my good friend Jorge, who is our resident Econ enjoyer and a UX Designer here at Paradox Tinto.

### Trade Orders

Hello there! I am @Jorge, one of the UX designers working in Europa Universalis V. You might have seen me around before as an internal QA of studio Tinto, but I was (d̶e̶)promoted to UX Designer almost a year ago, so today I have the immeasurable honor to be presenting you one of the beefy-est UX undertakings coming for 1.4: the reworking of the infamous Trade UI.

In the old system, back in release days, Trade was either completely manual or completely automated. However, the old manual system, where you had to set up individual Trades between 2 Markets, never really worked. The economy of EUV being too granular and rapidly-changing, very often your manual Trades would become unprofitable or unavailable the day after they were created (and the old UI didn’t help much, to put it lightly).

We introduced Trade Orders in 1.2/1.3 as a first attempt at creating a middle layer of player interaction between full automation and full micromanagement, where the player could pick a Good to be imported/exported, and the AI would figure out the details. It was a fine start, but we knew the feature needed some extra work to reach its full potential.
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