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Author | resources trading |
or they want to be able to force players to do anything they want, which is not an economy, but a social engineering. Very unhealthy thing for everyone. | The question is how to set up a dynamic economy, even single player economy simulations are mostly fixed in most aspects of pricing.
The one thing worse than a static economy is an unbalanced dynamic economy, because you have to avoid an ongoing inflation, deflation, wages exceeding selling prices etc. | that sounds like a reason I haven't thought of:)
My idea was really simple, something like if the resources are sold out at the end of a shift, the price gets 1 gold higher, if it's not sold out for three consecutive shifts, the price gets 1 gold lower. Plus a similar method of counting wages. You really gave me something to think about now, thanks:) | The problem with this system for example is that player never buy more than they need, so once resources start to stack up a bit in a certain facility the price will fall without any effect on demand, so it's probably heading for a deflation. | fusei: sorry, I don't understand what you mean. Why would fall of a price not effect demand? At least some speculators would be motivated to buy such a resource if they believed it's "real price" was higher then current price, so they would be able to sell later with a profit. Plus clever players would buy in advance when the price seems low to them not to speculate, but to use the resources later. | fusei: maybe I can see your point now. Divide my suggested price change by 10 then (facility has an internal price/wage counter which is not whole number, but uses one decimal point, e.g. 189,3 or 189,4). Actual price at the facility would then be this counter rounded. Seems to me this way the price change will be slow enough to prevent great fluctuations, which seem to be the problem you see. | It's quite hard to tell how a system acts, so I'm just speculating what might happen, but when people are aware of the fact that things might get cheaper if they wait some more the will probably wait.
On an other note, I prefer a system with percentaged increase/decrease.
Wages should also consider the maximal capacity, because there is no use in increasing wages when the facility can't employ any more people, same for buying resources. | good to see that other peoples are thinking about solutions too.
i kind of like your way of letting the mines calculate their own price.
this will surely make an end to the resource traders, cause the price will only increase when they keep buying out stocks. They also cant afford to wait for the price to drop as others will buy it before them.
i like this solution a lot and hope we can implement something like it.
make the npc's smarter so traders will have no market anymore (or at least a smaller one then now) |
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