For
commodities.plist
- and I would also
not recommend spending time working on this for a new OXP - you can define multiple market definition entries within the plist, and then in planetinfo.plist (or the JS equivalents) select different market definitions for different systems which coincidentally happen to match the economy numbers of those systems. The old
BlOomberg Markets OXP uses a very similar method to create rare temporary rises or falls in prices of single commodities in single systems.
For
trade-goods.plist
there are several ways to do it. In the general case, I would use the
market_script
key in [wiki]planetinfo.plist[/wiki] to set a global market script across all systems, and then use that script to set up whatever algorithm was desired for goods prices based on the economy.
That said, depending on how complex what you want is, you might be able to do it entirely in [wiki]trade-goods.plist[/wiki] by using the
peak_export
and
peak_import
properties. In the core game they're set to 0 and 7 (or 7 and 0) for all goods, so the prices line up between Rich Industrial and Poor Agricultural - but you could set them to something else, so a trade good has the highest quantities and lowest price at economy 3, the lowest quantities and highest price at economy 6, and everywhere else will automatically end up somewhere in the middle. You then just rename the economies in
descriptions.plist
so that the peak import/export you've set up makes thematic sense.