Wrinkles to be ironed out aside, it looks good and with Africa explored it really is opening the
gate for a mad scramble indeed. Especially with all those Erewhonese where it is easy to get MC>.
ISSUE 1. Ships can't pass the canal although the order to enter a port beyond can be given and it shows pathing through the canal - e.g., Italy 1880 has only 10% progress on the "Suez Canal" tech, which should not be required for passage. It is a British structure but do we need Passage Rights with Egypt or Britain to go through?
ISSUE 2. TRADE STARTUP
As with the 1850 GC, the lack of pre-existing trade and a starting point of de facto autarky for the first few turns means the economy starts out rocky and takes time to get going. Depending on the relative size of the internal market vs. production, this can mean the essential strategy is to shut down a lot of facilities and then start them up again as needed in order to reduce unneeded inventory creation and conserve Private Capital (PC), particularly if it is not GBR and so needs to build merchantmen to get world trade going.
The ratio of production and working PC to internal demand varies widely - some countries can't fill their internal demand while others have lots of excess production. Not knowing this issue can put starting players in trouble economically. Even more than in 1850, having some preset (scripted?) supply and demand orders for the first 2 or 3 turns so there is a trade economy going which the player can vary for itself will greatly help smooth transition. It could be on the low side, but market opportunities should still be met. Let it run for 3-4 turns or so and then let the AI do its thing. So if only GBR has a merchant off Ecuador, it will have some buy and sell orders to generate some trade for those countries. Only need to do it ONCE at the start of the game.
EXAMPLE OF WPCP issue.
Some data for WPCP - Working Private Capital in Production (the negative capital number on Line 2 of the F4 Commerce display, that tells you how much PC is needed to fund production).
Turn 1 Start:
France -2183 WPCP, 900 Internal Demand = ratio 2.4
Russia -1196 WPCP, 567 Internal Demand = ratio 2.1
Italy -487 WPCP, 98 Internal Demand = ratio 5.0
Japan -338 WPCP , 194 Internal Demand = ratio 1.7
A high ratio means production and WPCP used is high relative to internal demand, so overproduction is probably going on at the start. A low ratio suggest most production can be absorbed.
The smaller playable powers have fewer merchant ships and fewer resources, and also limited
internal demand, giving them a very limited geographic scope to try to promote the world economy. Playing Italy as a simple test, production needed to be halved or more overall and a half year in some of those shuttered facilities are coming back in but with merchant building capital is tight.