Re: SW Economy
Posted: Mon Jan 18, 2021 1:22 pm
I am not talking about SW economy! but the base game.
Code: Select all
this.shipLaunchedFromStation = function(station) {
if (system.isInterstellarSpace) return;
var sMarket = station.market;
var marketObj = new Object();
marketObj.fadeCounter = 0.0;
for (var i in sMarket) {
marketObj[i] = sMarket[i].quantity;
}
//a uniqueish key for the station calculated from station to witchpoint buoy and sun distances
var idKey = Math.round(station.position.magnitude() + station.position.distanceTo(system.sun.position));
this.$storedMarkets[idKey] = marketObj;
}
Code: Select all
this.shipLaunchedFromStation = function(station)
{
if (system.isInterstellarSpace || station != system.mainStation) return;
var sMarket = system.mainStation.market;
var marketObj = new Object();
marketObj.fadeCounter = 0.0;
for (var i in sMarket)
{
marketObj[i] = sMarket[i].quantity;
}
//ID key for the main station, matches system ID
var idKey = system.ID;
this.$storedMarkets[idKey] = marketObj;
}
Cholmondely wrote: ↑Sat Jan 16, 2021 8:33 pmCan I just ask: if there is a medical emergency announced on GNN or Snoopers - does this reflect in the medicine prices either where I am (less likely) or at the affected spots?
Looking at BlOomberg Markets. It uses two scripts: first to generate and display specific system events and second to change item price in selected system. Script changing price enough brief and clear to understand.Cholmondely wrote: ↑Thu Jan 21, 2021 9:55 amSorry - only just worked it out - this would require Blooomberg Markets to pick up on the existence of medicine, oxygen & water as new commodities, no?
Would it need an SW version of Blooomberg, or could it be done just with modifying what is currently there?
SW Economy in actual state is not dealing with any price changes besides basic price fine tuning. It changes mainly quantities of available trade goods.Cholmondely wrote: ↑Sun Jan 31, 2021 8:06 pm1)The price of medicines in low-tech agricultural systems is ludicrously low. They don't have the ability to manufacture them, so they have to import them. The low prices make no sense.
Works as it was intended - not to make revolution in economy, just give opportunity to increase choice.Cholmondely wrote: ↑Sun Jan 31, 2021 8:06 pm2)I'm unsure about how your economic classification of systems changes things. I'm still buying furs and computers (but now filling the empty space in my hold with machinery/wines etc as the quantities have changed). Yes, I have made money on textiles etc, but the furs and computers are still the staples when I can get them.
Sounds reasonable. It will explain success of systems with balanced economy. Not having enough cheap electronics & machinery to export as industrial systems and not having enough cheap agricultural goods you need some other goods to export to maintain economy.Cholmondely wrote: ↑Mon Apr 12, 2021 11:13 amMedicines would possibly be the one major export of Mainly agricultural/Mainly industrial economies! They have both the agriculture and the industry to produce complex medicines (if they have the requisite TL).
Dependency of random factors will lead to less predictable pattern for gamer. Nice for generated unique contracts like in New Cargoes, not so nice for regular runs. Now luxury and medicine gives balanced pair of goods to trade in opposite directions of economy gradient. Removing luxury from main market will ruin this balance again.Cholmondely wrote: ↑Mon Apr 12, 2021 11:13 amThis might also be true of luxuries!
Or maybe luxuries should be less dependant on the system's economy and be more dependant on random factors (walnut wood groves, local schools of craftsfrogs, high tech developers of Ooolite games, etc). Perhaps luxuries should only exist in Cim's New Cargoes oxp?
Of course! All I'm doing is thinking about what you have done!stranger wrote: ↑Mon Apr 12, 2021 10:46 pmSounds reasonable. It will explain success of systems with balanced economy. Not having enough cheap electronics & machinery to export as industrial systems and not having enough cheap agricultural goods you need some other goods to export to maintain economy.Cholmondely wrote: ↑Mon Apr 12, 2021 11:13 amMedicines would possibly be the one major export of Mainly agricultural/Mainly industrial economies! They have both the agriculture and the industry to produce complex medicines (if they have the requisite TL).
Or course it will be hard task to transform vanilla simple economy onto complex non-linear and dinamic economy. Too easy to ruin game balance.
And if it will be succcessful maybe it will be nice to realize in spin-off project on Oolite engine, not in canonical game.
But medicine and luxuries... sounds reasonable, but I need time to rethink pro and contra of such reform, OK?
But don't gold/platinum/gems do this anyway? At least one of them is usually 10% cheaper than average at an agricultural, and can be sold for profit at an industrial. Admittedly luxuries & medicine are more reliable in terms of profit - but does that matter so much? One has to find a high TL agricultural anyway for the medicine.stranger wrote: ↑Mon Apr 12, 2021 10:46 pmDependency of random factors will lead to less predictable pattern for gamer. Nice for generated unique contracts like in New Cargoes, not so nice for regular runs. Now luxury and medicine gives balanced pair of goods to trade in opposite directions of economy gradient. Removing luxury from main market will ruin this balance again.Cholmondely wrote: ↑Mon Apr 12, 2021 11:13 amThis might also be true of luxuries!
Or maybe luxuries should be less dependant on the system's economy and be more dependant on random factors (walnut wood groves, local schools of craftsfrogs, high tech developers of Ooolite games, etc). Perhaps luxuries should only exist in Cim's New Cargoes oxp?
Sorry for delay.