![]() And what your capis/aristos cant sell, simply vanishes (there are no excess stocks in Vicky2 - think sankey-diagrams). It´s important to remember that your nation´s products are sold on a private basis - whatever is produced is not the nation´s property, until the nation buys it into its stockpile. I can explain neither.Ī) (second paragraph) : Even if the market is saturated, the fruit shouldnt end up in the national stockpile. I'm not sure what is happening there, but often I find if I just leave things on auto the computer does a decent job with no mysterious sales and purchases that I didn't want. On numerous occasions I will set my stockpile for a particular value only to come back later and see way less or way more than I needed, or I will set my stockpile to buy a small amount of something, only to have my income sink like a stone, and when I look back the AI has bought several times the amount I've asked. I'm not sure why that is, unless the market was saturated and they just couldn't sell the excess fruit. Later, I checked the screen again to see that I had over 850 units of fruit sitting in the stockpile. I set the stockpile to sell anything beyond 150 and turned my attention elsewhere. Just last night I was playing my game as Mexico and I had set a stockpile for fruit just to test some things. That said, I have had some very odd happenings in the trade screen that I can't figure out. So for instance, if you want to order 100 cotton but have your budgetary stockpile slider set to 75%, you would only buy 75% of that amount and the rest later. They are right in that the budget screen's stockpile slider is basically how much money you are willing to devote to purchasing items chosen in the trade screen. So the numbers are for target stocks, not transaction-amounts, and are reused every day until changed.Īgain: There is only one national stockpile and it´s the same for the slider in the budget-screen as for the trade-screen. ![]() If they actually do that, your national-stockpile requirement should also raise, as you will have to constantly replenish what your pops buy.Ī trade-setting ´buy 100´ means that any unit above 100 will be sold. Set it to zero, and all your trades will be postponed (until you raise it again).Īnd then there is, as someone else already said, a button in the trade-screen, that allows your pops to buy from the national stockpile. If you set every good in the trade-screen to big stockpiles, the national-stockpile requirement in your budget screen will sky-rocket, as it represents the amount of money needed to cover all national trades (e.g. The slider you set in your budget screen (´national stockpile´) is how much money you allow the trade-AI in the trade-screen to spent each day on buying stuff as defined in the trade-screen. I *think* you are making a differentiation here, that doesnt exist in the game. ![]() I could be wrong here.) I'd use a 150 setting for what you described.Īs for maintaining a stockpile, maybe for some of the most needed stuff, but definitely not for every single thing. I haven't played this game too long, but that's how it seems to work to me. If you select a number and hit buy, it'll try to get that much in stock. It tries to buy enough to keep everyone supplied, but can't always do that. Automation is usually, but not always, good enough there. If your capitalists need Iron, for example, you can use that screen to get some for them. The trade screen, on the other hand, is what you're buying for general use. You're depriving citizens of money and, if you're not planning on using it, it's essentially wasted money. This is why setting your national stockpile too high can be a bad thing. The capitalists, for instance, can't use it. It's for building armies and navies and such. The national stockpile is for governmental use only. Do you mean the national stockpile in the budget screen or the "maximum amount" setting in the trade screen? They're two different things and I'm not positive which you're referring to here.
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