Skip to main content
added 19 characters in body
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each market keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading between markets. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supplyproduction or demandconsumption is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheapsell for very little, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the players, you need to shake things up occasionally. There needsneed to be some events which happen occasionally and:

  • Destroy production capabilities or resources.
  • Create a sudden influx of cheap raw materials.
  • Create a sudden demand for products.
  • Interrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each market keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading between markets. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supply or demand is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheap, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the players, you need to shake things up occasionally. There needs to be some events which happen occasionally and:

  • Destroy production capabilities or resources.
  • Create a sudden influx of cheap raw materials.
  • Create a sudden demand for products.
  • Interrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each market keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading between markets. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall production or consumption is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products sell for very little, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the players, you need to shake things up occasionally. There need to be some events which happen occasionally and:

  • Destroy production capabilities or resources.
  • Create a sudden influx of cheap raw materials.
  • Create a sudden demand for products.
  • Interrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

added 8 characters in body
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each trading entitymarket keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading between markets. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supply or demand is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheap, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the players, you need to shake things up occasionally. There needs to be some events which happen occasionally and:

  • Destroy production capabilities or resources.
  • Create a sudden influx of cheap raw materials.
  • Create a sudden demand for products.
  • Interrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each trading entity keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supply or demand is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheap, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the players, you need to shake things up occasionally. There needs to be some events which happen occasionally and:

  • Destroy production capabilities or resources.
  • Create a sudden influx of cheap raw materials.
  • Create a sudden demand for products.
  • Interrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each market keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading between markets. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supply or demand is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheap, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the players, you need to shake things up occasionally. There needs to be some events which happen occasionally and:

  • Destroy production capabilities or resources.
  • Create a sudden influx of cheap raw materials.
  • Create a sudden demand for products.
  • Interrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

deleted 675 characters in body
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each trading entity keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supply or demand is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheap, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the player(s)players, you need to shake things up occasionally. There needs to be some events which happen occasionally and:

  • Destroy production capabilities or resources, so the player can slip into the market niche which opens up. Like natural disasters or warfare.
  • Create a sudden surplusinflux of cheap raw materials. This will negatively affect the producers of that raw material, but positively affect those who need it. Like a new raw material source being discovered, or a natural phenomenon just randomly spawning them.
  • Create a sudden demand for products. Which will suddenly open up business opportunities along the whole production chain for those products. This can be a new technology being discovered, a construction megaproject being undertaken by a player or NPC or the preparation of a war.
  • Trade disturbances. That way areas of the world which relied on imports or exports will suddenly have to become self-sufficient, which will stir up the local economy a lot. This can be criminal activity, and again natural disasters and warfareInterrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each trading entity keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supply or demand is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheap, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the player(s), you need to shake things up occasionally. There needs to be some events which happen occasionally and:

  • Destroy production capabilities or resources, so the player can slip into the market niche which opens up. Like natural disasters or warfare.
  • Create a sudden surplus of raw materials. This will negatively affect the producers of that raw material, but positively affect those who need it. Like a new raw material source being discovered, or a natural phenomenon just randomly spawning them.
  • Create a sudden demand for products. Which will suddenly open up business opportunities along the whole production chain for those products. This can be a new technology being discovered, a construction megaproject being undertaken by a player or NPC or the preparation of a war.
  • Trade disturbances. That way areas of the world which relied on imports or exports will suddenly have to become self-sufficient, which will stir up the local economy a lot. This can be criminal activity, and again natural disasters and warfare.

The approach I am using in my current prototype for a space economy simulation is quite simple.

Each trading entity keeps track of how much it has of each resource over time. When the amount of a resource increases over the past x minutes, lower the price. When the amount decreases, increase the price. That way each trading post will reach an equilibrium price where supply and demand will be equal and the stock will stay constant.

This, of course, relies on two features you need in your game:

  • It relies on trading. You need lots of agents in the game world who try to make a profit through trading. These can be either human players or AI actors.
  • It relies on production output and consumption input adjusting to price developments. When production and consumption never change, then all prices will over time either go to the minimum or the maximum, depending on whether overall supply or demand is larger across the whole game world. So you need a dynamic economy system where the actors adjust their productivity depending on the profitability of their business. When the price for raw materials is low and the price for products is high, then that industry has to grow. When the raw materials are expensive and the products are cheap, that industry has to shrink. This can either be done by allowing agents to build (and destroy) production facilities or by having any automatic resource siphons or resource drains in the game adjust their output over time to the current prices.

This system will over time reach an equilibrium where supply and demand match exactly and where all prices are constant. Now this is of course a rather boring world to play in. So in order to create interesting business opportunities for the players, you need to shake things up occasionally. There needs to be some events which happen occasionally and:

  • Destroy production capabilities or resources.
  • Create a sudden influx of cheap raw materials.
  • Create a sudden demand for products.
  • Interrupt supply lines.

All of these will open up new business opportunities for the players to slip into.

deleted 1 character in body
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342
Loading
added 1041 characters in body
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342
Loading
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342
Loading