First Devlog - Economy and Trades Explained
Hello Everyone!

First of all, a big THANK YOU to our first Patrons. You can't imagine how much it means for us. We would also like to thank the people who shared, liked and relayed our Announcement Trailer of Fields of History. Thanks to your support, we will be able to make it known to more and more Grand Strategy players.

With this first Devlog, we inaugurate the beginning of a series of Devlogs in which we will keep you informed of what we're integrating, developing and planing in the game and also explaining to you the different games mechanics.

Speaking of games mechanics, we consider that not only the military aspect is important but also all the economical aspect.
During the First World War, the economy had a major role and we want it to be as important in the game as it was back in time.

To avoid an unmanageable number of resources, we have decided to group these resources into six categories.

  • Coal - At the beginning of the 20th century, Coal was one of the most used resources by the civilian industry and military-industrial complex and was also needed and consumed by the civilians for their basics needs. Many ships were also operating with it, combustion engines were not yet generalized.
  • Crude Oil -  During the 1910s, the price of Oil dramatically increased as a result of a growing demand from the industries and transports. Having Crude Oil is not enough, it's also necessary that your industry has the capacity to refine it in order to be used by your armies and also by civilians.
  • Organics Matters - Organics Matters is a term used to group together products from agriculture (wheat, rice, corn, meat, etc.) and those from forestry (hardwoods, softwoods, beams, planks, etc.). They will be used to produce supplies to feed your soldiers. Vital for your population, if deprived for too long, it could cause a famine. 
  • Rubber - We preferred to put Rubber out of the Organics Matters regarding its strategic importance. Indeed, unlike other products, Rubber is difficult to replace. For example, in the absence of wheat, people can replace it with rice while you will have a hard time driving a car with wooden wheels.
  • Metal - Instead of distinguishing different metals and alloys, we preferred to group them in one category. However, in order to represent the rarity of some metals used for the production of sophisticated facilities and equipments, you will also need to have Rare Materials.
  • Rare Materials - Rare Materials are used to group and represent the rare strategic resources (nickel, magnesium, tungsten, platinum, etc.) needed during wartime. In the event of a prolonged war, it will not be surprising to see its price reach peaks.

Of course, all these resources can be stockpiled to anticipate less lenient times.

We have implemented a charts system showing you how prices have evolved over the past few days, weeks, and months. With these charts you'll be able to get a better understanding of the global economy. You can decide to stock your resources and sell them later expecting higher prices or sell them at the market price bail out your finances.

Diplomatic relations will affect the price and the quantities that you can buy. A country in good terms with you will be more inclined to accept an offer under the market price. On the contrary, bad relation will make things more complicated.

You will not be able to exploit all the resources present on your controlled territories. For example, if you take control of a region by force, the discontent of the population will come into account. If you don't intervene to restore order, resources extractions may be affected. In the same way with your colonies where it will be necessary to handle the art of the compromise between overharvesting them or by investing in a long term development policy.

The skills of the Minister you appoint at the head of the Ministry of Economy and Finance will influence your trade.
If the economical aspect bothers you, know that you will be able to entrust to your Minister the full responsibility of trading. He will then take care of your deals by following your instructions.

Transactions are not instantaneous in Fields of History. We sought to have a realistic freight transportation system. When engaging in a trade, you will first have to choose the transport modes, by sea or by land. Road transport is the safest but also the slowest and the least profitable. On the other hand, the sea transport has a lot of advantages. Cargo ships can transport large amounts of resources and allow you to reduce fees. However building cargo ships is an investment. If you are not careful they could become easy targets and in case of a blockade on your ports, they will not be able to deliver their goods.

About blockades and embargoes. Blockades falls under your Navy. You will be able to position your fleets in front of enemies ports and thus asphyxiate them economically.
Meanwhile, your Ministry of Foreign Affairs can decree embargoes. It's a political decision that allows you to cut the ties commercially with a country.  

You will also be able to intercept the convoys of your enemies by positioning your ships and submarines along sea lanes that you have previously spotted thanks to the infiltration work of your spies. Be careful to not sink neutral ships by ordering an unrestricted submarine warfare.

That's all for today. We hope that you liked this first Devlog. Don't hesitate to share you thoughts in the comments and if you want to help us don't forget to talk about Fields of History around you and to share our Patreon page.

Take care and see you for the next Devlog!

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