需求

Katty von Keksburg讨论 | 贡献2022年12月17日 (六) 20:11的版本 (文本替换 - 替换“{{icon|”为“{{图标|”)

Each pop in the game has needs, representing their consumption of trade goods. These needed goods vary based on their 生活水平. Most needs can be fulfilled by a range of different goods, so there is some flexibility for pops to deal with surpluses and shortages.

A big proportion of the economy in Victoria 3 is based uppon the simulation of pops earning money through work (starts with subsitance farming, so doesn't even require buildings!) and then spending this money to buy (and "consume") goods! Consequently is of a great importance how much money your pops have (determined by having work and the amount of wages being paid) and how much money the goods cost (in their market, there is no world market!).

The main component of the current price of a good on a certain market, is of course the ratio between supply and demand. But Trade routes – which can be started and stopped anytime – affect the price as well. Then there are Trade#Tariffs.

In order to fulfill their needs, pops purchase goods or their substitutes until the volume of purchased goods multiplied with their base cost reaches a value that is set per need type for each wealth level. As a consequence, goods with a higher base price are needed in lower amounts to fulfill the same need - for example, 10 units of meat (base price of 30Hud money.png -> 30 * 10 = 300 need fulfilled) satisfy the same amount of food need as 15 units of grain (base price of 20Hud money.png -> 20 * 15 = 300 need fulfilled).

The calculation of need fulfillment is solely based on purchased amount, base price and potentially obsessions/taboos.

Need types

Different goods can have different weights. These weights, together with market data, are used by pops to make decisions on the split of purchases between different goods within a need type. The exact formula for this decision is unknown and possibly bugged,[1] but a larger weight value generally makes pops prioritize a good.

Most needs cannot be fully met by any single good. For example, a pop's demand for household goods cannot be met by an unlimited supply of glass — they'll also want at least some amount of furniture and/or paper.

By default, all items below are weighted equally, and can be used to fulfil up to 80% of the need (100% if the category only contains one good), with no minimums. Exceptions are noted below.

Pop needs[2]
Need Standard of Living
SOL starving.png Starving SOL struggling.png Struggling SOL impoverished.png Impoverished SOL middling.png Middling SOL secure.png Secure SOL prosperous.png Prosperous SOL affluent.png Affluent SOL wealthy.png Wealthy SOL lavish.png Lavish SOL opulent.png Opulent
1 – 4 5 – 9 10 – 14 15 – 19 20 – 24 25 – 29 30 – 39 40 – 44 45 – 49 50 – 59 60 +
Basic Food
  • Goods grain.png (Hud money.png20)
  • Goods fish.png (Hud money.png20)
  • Goods meat.png (Hud money.png30, weight ×0.5, max 40%)
  • Goods fruit.png (Hud money.png30, weight ×0.5, max 40%)
  • Goods groceries.png (Hud money.png30)
Luxury Food
  • Goods meat.png (Hud money.png30, max 40%)
  • Goods fruit.png (Hud money.png30, max 40%)
  • Goods groceries.png (Hud money.png30, max 40%)
  • Goods sugar.png (Hud money.png30, weight ×0.5, max 40%)
Simple Clothing
  • Goods fabric.png (Hud money.png20)
  • Goods clothes.png (Hud money.png30)
Standard Clothing Goods clothes.png (Hud money.png30)
Crude Items
  • Goods wood.png (Hud money.png20)
  • Goods furniture.png (Hud money.png30)
Household Items
  • Goods furniture.png (Hud money.png30, minimum 5%)
  • Goods glass.png (Hud money.png40)
  • Goods paper.png (Hud money.png30, weight ×0.5, max 40%)
Luxury Items
  • Goods luxury clothes.png (Hud money.png60, minimum 5%, max 40%)
  • Goods luxury furniture.png (Hud money.png60, minimum 5%, max 40%)
  • Goods porcelain.png (Hud money.png70, minimum 5%, max 40%)
  • Goods radios.png (Hud money.png80, max 40%)
Heating
  • Goods wood.png (Hud money.png20, max 60%)
  • Goods fabric.png (Hud money.png20, max 60%)
  • Goods coal.png (Hud money.png30, max 60%)
  • Goods oil.png (Hud money.png40, max 60%)
  • Goods electricity.png (Hud money.png30, weight ×2, max 100%)
Intoxicants
  • Goods liquor.png (Hud money.png30, max 60%)
  • Goods tobacco.png (Hud money.png40, max 60%)
  • Goods opium.png (Hud money.png50, max 60%)
Luxury Drinks
  • Goods tea.png (Hud money.png50, max 60%)
  • Goods coffee.png (Hud money.png50, max 60%)
  • Goods wine.png (Hud money.png50, max 60%)
Services Goods services.png (Hud money.png30)
Free Movement
  • Goods services.png (Hud money.png30, weight ×0.1)
  • Goods transportation.png (Hud money.png30)
  • Goods automobiles.png (Hud money.png100)
Communication
  • Goods services.png (Hud money.png30, weight ×0.1)
  • Goods transportation.png (Hud money.png30, weight ×0.1)
  • Goods telephones.png (Hud money.png70)
Art
  • Goods services.png (Hud money.png30, weight ×0.05)
  • Goods fine art.png (Hud money.png200)
Need 1 – 4 5 – 9 10 – 14 15 – 19 20 – 24 25 – 29 30 – 39 40 – 44 45 – 49 50 – 59 60 +
SOL starving.png Starving SOL struggling.png Struggling SOL impoverished.png Impoverished SOL middling.png Middling SOL secure.png Secure SOL prosperous.png Prosperous SOL affluent.png Affluent SOL wealthy.png Wealthy SOL lavish.png Lavish SOL opulent.png Opulent
Standard of Living

Specific pops

Peasants

Pop peasants.png Peasants, i.e. population working on subsistence buildings, buy from market 10% of what a pop belonging to a profession would normally buy.[3]

Dependents

Dependents per person need half of the consumer goods that a working adult normally requires. The default dependents to employed ratio is 3 (75% dependents, 25% working adults).[4] For example, a pop with 10,000 people may have 2,500 working adults and 7,500 dependents[5]. This would mean that the consumption by working adults is 40% of the pop while dependents consume 60% of the consumer goods.

Exact numbers for consumption

Exact number of goods that pops will consume is dependent on their wealth level, and the weight factor that they put on each goods.

The wealth level decides the standard pop needs package that Pops will consume, which is defined as Hud money.png cost that 10,000 pops will need to pay per category of needs to maintain their wealth level, when all goods are at their Base Price. This information is listed in Victoria 3\game\common/buy_packages/00_buy_packages.txt. Pops will then purchase various Goods for a Needs Category so that the cost of goods at base price (NOT current price) will add up to the value defined on the standard pop needs package. The distribution (weight) of goods that will be purchased within a category is saved per culture at state level in the save file, under the states database.


This means that for specific goods being purchased for specific needs category for 10,000 pops, the equation is

[math]\displaystyle{ Cost\ of\ goods\ purchased\ at\ base\ price=\left ( \frac{Weight\ of\ goods}{Sum\ of\ all\ weights\ in\ category}\right ) \times Total\ cost\ of\ category\ in\ package }[/math].


And given that cost of goods is equal to the price of goods multiplied by volume of goods purchased, for 10,000 Pops:

[math]\displaystyle{ Volume\ of\ goods\ purchased=\frac{1}{Base\ price\ of\ goods}\times \left ( \frac{Weight\ of\ goods}{Sum\ of\ all\ weights\ in\ category}\right ) \times Total\ cost\ of\ category\ in\ package }[/math]


Finally, the size of Population can be factored in. In all Pops, 10,000 Workforce will require 1 standard Needs package, while their Dependents will only require 0.5 standard Needs Package for the same number, which means that

[math]\displaystyle{ Volume\ purchased\ by\ specific\ Pops=\frac{Workforce + 0.5 Dependents}{10000}\times \frac{1}{Base\ price\ of\ goods}\times \left ( \frac{Weight\ of\ goods}{Sum\ of\ all\ weights\ in\ category}\right ) \times Total\ cost\ of\ category\ in\ package }[/math]

References

  1. "Victoria III - Heating Goods Substitution Not Correct". Victoria 3 official forum.
  2. Victoria 3\game\common/pop_needs/00_pop_needs.txt
  3. consumption_mult at Victoria 3\game\common/pop_types/peasants.txt
  4. WORKING_ADULT_RATIO_BASE at Victoria 3\game\common/defines/00_defines.txt
  5. DEPENDENT_CONSUMPTION_RATIO at Victoria 3\game\common/defines/00_defines.txt