I don't know the mechanics behind the old model but (to my surprise) I'm finding it relatively easy (thus far) to create sonething approximating what I would like.
Be careful what you wish forCholmondely wrote: ↑Tue Dec 28, 2021 12:32 amWhere one can break away from the tyranny of the bipolar model and easily have prices which are not purely centred around the two agri/indi poles. And to have 13 models of economies rather than 8?
A few points.
Realism may not be what we think it is
If we have economy a in circumstance b then we can apply understanding to expect outcome c, right? In other words, with enough thought, a logical economic model can be predicted and applied. Disagree.
Once you add a variable you're adding complexity and the more you add the more nuanced their interaction tends to be. Add enough variables and you get what appears to be chaos, or at least can occasionally morph into such.
It's like the difference between recognising the forces that shape the weather and then trying to predict it (without the help of weather stations and satellites). And prediction is key here I think because if it isn't predictable in game then it doesn't look 'realistic' it just looks random.
Therefore, even some of the 'realistic' oxps are actually simplified models partly in efforts to avoid this problem.
Randomness can occasionally fake realism pretty well
Again, no disrespect to anyone here but rather an example of convenience:
On planet a there's a small radius and a small population with an agri economy so they turned to mining. Meanwhile on planet b there's a large radius with a large population but they also turned to mining... because of the enormously accessible mineral resources peculiar to that planet...
The game doesn't include the above variable (mineral content) but we can both imagine and enable it (thereby simplifying some of the radius and population elements) by adding a dash of random. No need to mention mineral content rather it and many, many other variables can be implied by randomness.
Too much and it's not sufficiently predictable and therefore not as playable. Just enough to throw up the odd peculiarity rather than rock the boat. The rest can be fixed with sufficient imagination.
What's the goal? That it be 'realistic' or that it be fun?
To paraphrase David Braben, "I don't see why you can't have both". Fair enough DB but if we can only have one then let's have fun. Fun is not unlike realism however in that both can be surprisingly subjective when it comes to identifying them.
Trading is only part of the game within oolite and an optional one at that. If it doesn't yield predictable returns however then it's become akin to piracy or bounty hunting. Two relatively safe options (trading/mining) and two risky ones (piracy/hunting). Trading is initially the most lucrative of them all but it can't compete with the excitement of the others (even mining is more fun) and so, I would argue it needs to be more reliable and therefore more predictable.
Predictable isn't that realistic, so let's fake it with an (unrealistically small) amount of random.
But wouldn't it be better if...
I'm the same as everyone else who's ever tinkered with this: I have ideas that I think could improve things. My solution is flavoured both by my own tastes and also by my understanding of the problem.
That said, I have sufficient imagination to accept almost any configuration of events re trading models. So it makes sense that I'd create one that fixes the most boring element of trade as I see it but without losing the convenience of trading.
Computers, furs, computers, furs, computers, furs, (platinum), computers, furs etc. etc. etc. (yawn...)
As I pointed out up thread, 8 is almost the perfect number of economy types, the problem rather is that the variance is only expressed in profit and not in cargo type.
No harder to find a trade route.
No harder to make a profit (although I may make the most lucrative trips rarer).
No more blindly stocking your cargo hold.
You can still find everything you need to know listed as economy type (and I haven't changed them) but rich/poor etc now affect specific demands rather than general pricing.
So the player would only pick the same goods again and again if stuck in a milk run... and that would be their choice.