Three of you wrote about the same thing over the last days: the game was going fine, then within a month the cash
fell billions — for some, trillions — into the red. One player sent a save — thank you, it found the bug in minutes.
This fix ships on its own instead of waiting for 0.16: things like this should not wait.
What happened
When your plant, warehouse or import bought a good in a country that barely uses it (lithium in India, natural
rubber in Vietnam, copper ore in Somalia), the game treated any lot as huge for that market. The price shot up on
the first day, the markup for a big lot had no limit — and the month ended billions in the red.
What now
✚ A market's size is counted fairly: by how much of the good is made there and lies in stock, not only by
its own buyers. The same rubber import from Vietnam now pays the Vietnamese price.
✚ The markup has a ceiling: a big lot pays at most half again over the quote, and the quote itself never
goes above 8 times the base price.
✚ The trade window shows the same price the purchase charges.
✚ Saves of 0.15 load. Prices that had already shot up in an old save come back down over the following
months.
Before the release we ran a "chaos test": an empire in small countries, plants on foreign inputs, warehouses importing
and exporting huge lots between random countries — years of play on autopilot without a single hole. If the debts
ever come back, send us the save: it says more than any description.
Meanwhile 0.16 is nearly done: universities, thirty perks, a technology tree. Soon.