Perfectly balanced economics?
Posted: Mon Apr 25, 2022 8:41 am
I'm just going to assume this question was in fact too broad for Tinker's Workshop so instead I'm just making a new thread and will reframe/expand the question.
QUESTION:
Is there any combination of OXPs/tweaks that any of you veteran commanders have found to balance the Oolite Economics and/or the most common/popular/standard mods, to your satisfaction? Specifically, which not only balances trade, but solves the problems I list below.
To be satisfactory to my humble gamer's opinion, a "balanced economy" must solve ALL of the following issues inherent both to Elite and Oolite (and to every combination of mods I've found so far):
1. No reliable easy jackpots (my #1 pet hate since forever)
Eg: the ever reliable Computers->Ag. Finding high value in trades and contracts is fine, but (imho) it should always include at least one of the following:
--a. risk (danger), for example trading to dangerous planets, or through or around pirates or GalCop basically
--b. effort: such as travel distance, multiple hyperspace jumps between worlds, etc
--c. chance (luck): such as random or probabilistic appearance of, or encounters with, lucrative markets or items or scores
--d. wheeling and dealing, for example, a lot of things introduced by the amazing Smugglers mod
--e. cost, such as the offender/credits option of Free_Trade_Zones, or general smuggling under the Bounty_System
--f. acknowledge market difference in at least one of: Government, Tech, Ag/Ind. ( Risk_Based_Economy_OXP and Demand_Driven_Economy felt generally on the right track with this... (except despite downloading it first, I don't think I was able to get DDE to work)).
2. No completely neglected commodities.
3. Compatible with all our favourite addons generally, but ...
4. ...not necessarily require players to commit to non-economics based Oolite mods or radical overhauls
Basically one should be able to earn a stable income, risk/effort/wheeling should be more lucrative, but traders should not be able to hit "free easy money" nor should commodities be sitting there unbought and unsold forever.
Money should come low and easy, or high and hard.
I am well versed of most of the various market issues and critiques https://wiki.alioth.net/index.php/Economics, and I have sampled every economics-affecting based OXP I could find. Excellent ideas and noble attempts have been thrown at this over the years, I am truly impressed, but I just can't find the sweet spot balance that solves the "easy jackpot" problem, let alone all the others combined. Most solve some of these issues sometimes. I've already started to modify code for my own game and working to solve the issues I listed myself, but I don't want to get lost in yet another never ending mod-for-myself project and I'm really hoping you guys know something I don't lol.
Have any of you achieved such a setup?
QUESTION:
Is there any combination of OXPs/tweaks that any of you veteran commanders have found to balance the Oolite Economics and/or the most common/popular/standard mods, to your satisfaction? Specifically, which not only balances trade, but solves the problems I list below.
To be satisfactory to my humble gamer's opinion, a "balanced economy" must solve ALL of the following issues inherent both to Elite and Oolite (and to every combination of mods I've found so far):
1. No reliable easy jackpots (my #1 pet hate since forever)
Eg: the ever reliable Computers->Ag. Finding high value in trades and contracts is fine, but (imho) it should always include at least one of the following:
--a. risk (danger), for example trading to dangerous planets, or through or around pirates or GalCop basically
--b. effort: such as travel distance, multiple hyperspace jumps between worlds, etc
--c. chance (luck): such as random or probabilistic appearance of, or encounters with, lucrative markets or items or scores
--d. wheeling and dealing, for example, a lot of things introduced by the amazing Smugglers mod
--e. cost, such as the offender/credits option of Free_Trade_Zones, or general smuggling under the Bounty_System
--f. acknowledge market difference in at least one of: Government, Tech, Ag/Ind. ( Risk_Based_Economy_OXP and Demand_Driven_Economy felt generally on the right track with this... (except despite downloading it first, I don't think I was able to get DDE to work)).
2. No completely neglected commodities.
3. Compatible with all our favourite addons generally, but ...
4. ...not necessarily require players to commit to non-economics based Oolite mods or radical overhauls
Basically one should be able to earn a stable income, risk/effort/wheeling should be more lucrative, but traders should not be able to hit "free easy money" nor should commodities be sitting there unbought and unsold forever.
Money should come low and easy, or high and hard.
I am well versed of most of the various market issues and critiques https://wiki.alioth.net/index.php/Economics, and I have sampled every economics-affecting based OXP I could find. Excellent ideas and noble attempts have been thrown at this over the years, I am truly impressed, but I just can't find the sweet spot balance that solves the "easy jackpot" problem, let alone all the others combined. Most solve some of these issues sometimes. I've already started to modify code for my own game and working to solve the issues I listed myself, but I don't want to get lost in yet another never ending mod-for-myself project and I'm really hoping you guys know something I don't lol.
Have any of you achieved such a setup?