orlanth
Storm God. Yarr!
- Joined
- Nov 17, 2001
- Messages
- 1,805
woah that Trading League bonus could really be huge
maybe just convert them to FF points or something at a lower than 1-to-1 conversion rate.
. However I have seen in the vanilla game prices sometimes jump up or down randomly without any sales.
Anyway, if the goal is to improve on vanilla I guess what we need is to come up with a better price adjustment function that can balance local prices to prevent over-exploiting the market. One simple relationship could be the below:
iBuyPrice = iBuyPrice - (iUnitsBought - iDemand)/iPriceChangeThreshold
where iBuyPrice is the current buying price, iDemand is the local demand for that turn and iUnitsBought is the units bought by the Market that turn. Thus decreasing the BuyPrice when units bought exceed the demand, and allowing the change per excess unit sold ("price elasticity" in econ terms) to be adjusted as desired for any yield type using iPriceChangeThreshold.
But if iBuyPriceLow and iBuyPriceHigh are the min and max buying prices, ideally there could be some sort of asymptotic relationship when approaching these prices. Any suggestions about what a good supply/demand function would look like?
maybe just convert them to FF points or something at a lower than 1-to-1 conversion rate.Fair enough lol, I just thought you might have found it in the DLL and directly know what the function does, I haven't been able to find where that's coded myself so am in the dark about specifically how that currently happens in vanillaAll I have is my game experience, which tells me if I land in an area good for tobacco and not much else for export, I end up exporting a lot and the price of tobacco and cigars drops noteworthy.
. However I have seen in the vanilla game prices sometimes jump up or down randomly without any sales.Anyway, if the goal is to improve on vanilla I guess what we need is to come up with a better price adjustment function that can balance local prices to prevent over-exploiting the market. One simple relationship could be the below:
iBuyPrice = iBuyPrice - (iUnitsBought - iDemand)/iPriceChangeThreshold
where iBuyPrice is the current buying price, iDemand is the local demand for that turn and iUnitsBought is the units bought by the Market that turn. Thus decreasing the BuyPrice when units bought exceed the demand, and allowing the change per excess unit sold ("price elasticity" in econ terms) to be adjusted as desired for any yield type using iPriceChangeThreshold.
But if iBuyPriceLow and iBuyPriceHigh are the min and max buying prices, ideally there could be some sort of asymptotic relationship when approaching these prices. Any suggestions about what a good supply/demand function would look like?
Trading League didnt seem too out of balance on normal and my play style.


being able to click on the yield headings to sort the cities by price will be great for planning optimal trades