ioannis wrote:Great Oxp, really changes the game. However, I noticed that an average agricultural tech level 5 Feudal world had lower prices for computers than a Rich industrial tech level 15 Corporate state. Is this normal?
Yep, if the RI system is in a heavily Agricultural cluster [say, IND_under_AG_3 or IND_under_AG_4], prices for Computers, Luxuries, and Machinery could be nearly as high as those you'll see in Agricultural systems...
By the same token, if you're in an Agricultural system surrounded by Industrial economies [AG_under_IND_3 or AG_under_IND_4], prices for Food, Textiles, Liquor/Wines
et. al. will be higher than you might expect.
The logic is simple: The total output (or very nearly the total output) of these systems will be exported to satisfy the needs of the surrounding systems. When quantity demanded goes up and quantity supplied can't keep pace, prices rise.
ioannis wrote:
I also noticed that the Feudal state which was previously receiving the supply of computers had some 50 tonnes of computers in stock. I am guessing that the price is a question of supply and demand in the station, and that the game had kept the stock of computers I had brought. Does this mean that prices will go up again once that stock starts to dwindle?
Prices and quantities are determined entirely by
commodities.plist. JavaScript has no way to affect (or even read) prices and quantities. This is all done by Oolite. I've
made a request that would change this sorry state of affairs, but I have no idea if anything will ever come of it...
ioannis wrote:
In effect, how does the econBalance factor affect prices?
When econBalance is negative, the local cluster favors Industrial economies, when it's positive, the balance is Agricultural. If it's exactly 0, the system's economy will be at "equilibrium" (equilibrium: "the price at which quantity demanded exactly equals quantity supplied and the market clears without shortage or surplus"). The OXP takes this econBalance value to determine which market [there are 21 in all] Oolite will use to calculate quantities and prices.
The equilibrium market (which you may never see) is at the center. Prices are almost perfectly average and quantities available for purchase are all 0.
From equilibrium, markets follow four lines: IND_over_AG (for Industrial economies in Industrial clusters), IND_under_AG (for Industrial economies in Agricultural clusters), AG_over_IND, and AG_under_IND. Within each line are 5 markets, each slightly farther from equilibrium than the one below it... (for example IND_over_AG_0 will be quite close to equilibrium, while IND_over_AG_4 will offer some real bargains on Computers!)
ioannis wrote:
PS. that was a trade route I had found, it's great to see prices change, because before that it was just a matter of continuously making the runs and cashing in on that one route.
Well, the whole point of the thing is to do away what I like to call the "Lazy Trader Shuffle", where all you have to do is find a RI/PA pair reasonably close to each other, hop back and forth carrying Computers one way and Liquor/Wines (or Furs when they're available) back.
If you find that this makes the game more challenging... I am gratified.