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2. Certain products reduce demand for other products. Can't think of a good example, but it's usually because the products are similar enough that if you have one, you don't need the other.
3. People buy more when the price is low and less when it's high. I think this is usually represented as a curve.
If a higher priced shop has better marketing, will the NPCs blow their budget shopping there rather than buying enough to fulfill their needs?
just one thing...you want to create a GAME and NOT economical simulator
You do realize that what you wrote is more complex than any trading simulation game ever made on this planet?
Quote from: Chris on November 09, 2010, 03:52:43 AMYou do realize that what you wrote is more complex than any trading simulation game ever made on this planet? You mean the thread as a whole or my last post? If the latter then it's about time that changed.
That said, since when is "no one's ever done this before" a reason not to do something?
Core concept:There is an NPC population count.Each product has a base demand per capita and base budget per capita.The NPCs will buy a given product up to their base demand for it at as cheap a price as possible.NPC population grows or shrinks based on average (products purchased / base demand).
Where are any of you getting the idea that I'm trying to make a perfect simulation? You're getting overly caught up on complementary/substitute goods, which I only mentioned as a possibility in passing. It is not the focus of what I'm trying to achieve here.
Never mind what other games have done
The NPCs will buy a given product up to their base demand for it at as cheap a price as possible.
Quote from: Topazan on November 10, 2010, 10:25:12 PMWhere are any of you getting the idea that I'm trying to make a perfect simulation? You're getting overly caught up on complementary/substitute goods, which I only mentioned as a possibility in passing. It is not the focus of what I'm trying to achieve here. It does not matter if it is focus or not. The very fact that you considered it even for a tiny litle second means you went way, way, way overboard.
$arrowDemand = $arrowBaseDemand + $bowSales;
$armourDemand = $armourBaseDemand - $chainmailSales - $platemailSales - $scaleMailSales;
QuoteNever mind what other games have done You will regret it in the end You are trying to build a space rocket without the basic knowledge of algebra. The outcome is easy to predict QuoteThe NPCs will buy a given product up to their base demand for it at as cheap a price as possible. Completely unrealistic and unplayable. This is called "perfect market model". You ommited transaction costs completely which are actually the most important factor in all economy games. You made it so customer from the depths of amazon jungle will fly to Paris to buy a box of matches. In such world can exist only one big supermarket per planet with all goods available, everyone else will go bankrupt.
Want to make a mini coding challenge? The theme would be "a shop/company that sell goods, you try to get the most money in 50 turns/years", singleplayer minigame. It would let you understand the basic techniques how to skip corners in economy games (and of course I would be deligheted to compete along you )
Quote from: Chris on November 11, 2010, 05:04:11 AMQuote from: Topazan on November 10, 2010, 10:25:12 PMWhere are any of you getting the idea that I'm trying to make a perfect simulation? You're getting overly caught up on complementary/substitute goods, which I only mentioned as a possibility in passing. It is not the focus of what I'm trying to achieve here. It does not matter if it is focus or not. The very fact that you considered it even for a tiny litle second means you went way, way, way overboard.Why?
But tell me, if you know so much about economic games, where's your solution?
The only think you've given me is "arbitrary demand"
Quote from: Topazan on November 11, 2010, 10:35:57 PMQuote from: Chris on November 11, 2010, 05:04:11 AMQuote from: Topazan on November 10, 2010, 10:25:12 PMWhere are any of you getting the idea that I'm trying to make a perfect simulation? You're getting overly caught up on complementary/substitute goods, which I only mentioned as a possibility in passing. It is not the focus of what I'm trying to achieve here. It does not matter if it is focus or not. The very fact that you considered it even for a tiny litle second means you went way, way, way overboard.Why? Such system was never implemented in even the most hardcore simulations. In games made for 100% pure economy maniacs, made by people who make only economy simulations. They didn't include it. You, while making an economy subsystem that will be a small part of your game, are planning to outdo the biggest complex monster that ever existed. That's what I call getting overboard
As for being more concrete I gave you one solution, a shop radiating area of influence and gathering customers from surroundings, that's how probably all or at least huge majority of economy games do it. Build a "shop" in Pizza Tycoon, you will have access to X "people" from surrounding buildings of a specific demographic, you can expand by building more shops or by increasing area of influence/stregth of influence via marketing. In Detroit you select a region and build office levels (progressive cost), each office level enlarge the penetration of the region it is located in. Capitalism I & II, pure shop influence radiation (probably with losing power at larger distances from the shop).
QuoteThe only think you've given me is "arbitrary demand" It's not "ONLY" it's "THE" solution
I think you should try thishttp://www.kapilands.com/pretty good but it does not have "on the edge" effect
one more to help u think - if u want to create REAL economy simulator: people who buy your goods need to GAIN money from somewhere -> from working for you or some other player, so how are you going to make that
And do you realize you've been going on about how complicated and overboard my idea is, then you suggest a system that's even moreso?
QuoteAnd do you realize you've been going on about how complicated and overboard my idea is, then you suggest a system that's even moreso? I meant something like this:- you build a shop you are getting 10 customers per day- you click upgrade shop button which cost 100 gold (each next upgrade cost more) you get +1 customer per day- if you reduce price by 50% of average price of other players you get 3 times more customers- if you run marketing campaign you get +10% customers (cummulative with other bonuses)
if you reduce price by 50% of average price of other players you get 3 times more customers