Hi guys,
maybe I should explain that I intend to implement a mechanism in Europe / Africa / Port Royal similar to what
@Ramstormp has implemented / discussed.
I call it
"realistic Supply & Demand / Actual Market Stocks" ... which is a simple name for an algorithm that is quite complex.
Basically I want to create a
new "economy algorithm" that reflects several aspects for
Europe / Africa / Port Royal:
(Actually in most cases I will expand the current algorithm, but I will also add "Stocks" and "Market World Events".)
To simplify it:
1) I want to create a
market that reacts much stronger to the things the players do in the game.
2) I want to
incentivise the player to react much stronger to the chances the market offers to him.
---
1) Base settings for each Good considering
"production per turn" /
"consumption per turn" in Europe / Africa / Port Royal
per Era (so each Era will be different)
2) Base settings for each Good considering
"storage thresholds" (min and max) in Europe / Africa / Port Royal
per Era (so each Era will be different)
3) Goods from other Market sales
of other Players also replenishing or depleting the
"Limited Stock" (stronger
tying the player market actions to each other)
4) Dependencies of certain
prices and stocks on "Global Market Events" creating very lucrative Trade offers for short time ... (triggered by
Python Event System)
5) Each good will have an
actual "Stock" in Europe / Africa / Port Royal. Once the stock is empty, you simply cannot buy it anymore.
6)
Size of the Colonies (e.g. Population), Wars, Attitude of King, Happiness of Colonies, ... and many other factors will also be factored into the algorithm, so it is not just plain Era settings.*
...
This is for the
"production per turn" /
"consumption per turn" / "storage thresholds" (min and max).
(They will be very dynamic and not static.)
---
So e.g. there will be situations where for example
1000 horses pop up on the European market for a very nice price but that deal has
only a limited time.
Now the Player can decide if he will buy those 1000 horses even if he currently does not need them to either use them later or to e.g. sell them in Africa.
There may also be situations where for example
Europe is completely depleted of Food and you might make huge profits selling Food to Europe.
Now the Player can decide if he wants to export Food from the Colonies to Europe or rather keep it for its own growth ... or he might send Ships to Africa to buy the food there.
Also by e.g. bomarding your market with the goods that another player is dependent on, you can basically
lead an economic war and ruin his income base (for some time).
But of course the other players might do the same to you. (Do not worry, I intend to protect the AIs a bit and give them slightly easier rules.)
There may also be situations where you have
completely depleted the European Market of Tools and may have to wait to buy more.
And if other European Colonies now start selling those, they may really help you, so you may refrain from attacking them or even protect them, because you depend on them producing.
...
---
Summary:
Basically the "Markets" will offer much more "lucrative deals" and sometimes chances for "fast profit" for some limited time.
It will be up to the Player how good he is able to exploit those ... but to do so, he should always have some extra cash around.
Also the player will always be in a competitive situation with other players, that may steal or ruin his deals.
---
Why do I write this? --> It may affect the "Visual Design" of Europe / Africa / Port Royal.
Because e.g. information on
available stock,
production per turn and
consumption per turn might also have to be displayed in Europe / Africa / Port Royal.
(The current price informations alone will not be enough to make this system work. But
maybe "Mouse Over" will be enough for those infos)
---
But as I said, I will need a bit of time to implement all of that.

("Yields" in total is one of the biggest concepts I have ever started.)