triplebassist
Warlord
There are a few things that have been floating in my head about how the Domestic Market works that I'm not quite satisfied with. I'm putting this here because I'd like to see if other people have the same issues, and to brainstorm ways to make changes that make the system work better--I'm far better at reading code than writing it.
Before going into my issues in-depth, I'm going to explain how the Domestic Market works since it's not especially intuitive for someone who hasn't looked at the code or spent a lot of time with the mod. Each type of Colonist, determined by unit type, not unit profession (so a Free Colonist Farmer is equivalent to a Free Colonist Statesman) demands a certain quantity of goods. In the case of the Free Colonist, this is one-fifth of one unit of Leather, Salt, Beer, Wool Cloth, and Coffee, per turn. The Town Market increases this demand value by 50%, and the regional market doubles it.
Units in the game can be divided into the following classes:
Unfree: Petty Criminal, African Slave, Native Slave
Low: Free Colonist, Indentured Servant, Converted Native, Freed Slave, Hardy Pioneer, Evangelist/Jesuit, All Veteran Land Units, All Expert Professions except Expert Rancher
Middle: Expert Rancher, All Master Professions
Upper: Firebrand Preacher/Devout Priest, Elder Statesman, Bishop, Governor, Political Refugee, Famous Nobleman, Renowned Medic
These classes define the demand a unit generates, as follows:
Unfree pops generate no demand.
Lower class pops generate a demand of one-fifth of one unit of Leather, Salt, Beer, Wool Cloth, and Coffee, per turn, with some exceptions.
Middle-class pops generate a demand of one-tenth of one unit of Luxury Goods, Cigars, Cocoa, Spices, Furniture, and Whale Oil, per turn, and a demand of one-fifth of one unit of Coffee, Cloth, Coats, Salt, and Rum, per turn.
Upper-Class pops generate a demand of one-tenth of one unit of Coca Leaves, three-tenths of one unit of Luxury Goods, and one-fifth of one unit of Cocoa, Coffee, Cigars, Coloured Cloth, Premium Coats, Salt, Spices, Wine, Whale Oil, and Furniture, per turn.
Question: Why is lower-class demand so different?
Three of the five goods demanded by lower-class pops are not demanded by either middle- or upper-class pops, and the other two are the only goods with consistent demand across the social classes. There appears to be an "upgrade chain" of sorts between Wool Cloth, Cloth, and Coloured Cloth, and another between Beer, Rum, and Wine, but I'm not sure those make a lot of sense. The lack of demand for Leather among middle- and upper-class pops is also very confusing to me.
Possible Solution: Change demand among middle- and upper-class pops to be demand on top of the demands of the lower-class, rather than to demand completely different goods. (This is something I could easily do myself; it's just XML work)
Question: Why are Experts considered lower-class?
The thing I find most strange about the current system is that there is no difference between a Free Colonist and an Expert when considering demand, even though the expert is twice as productive and should, therefore, be earning a higher income. There is also no Domestic Market benefit to Learning-by-Doing for an Expert Profession, even as there could be huge changes for a Statesman or a Preacher getting promoted.
Possible Solution: Create a new class between existing lower- and middle-class for the Expert Professions, including the Veteran Land Units. Once again, this is an XML task that I could do myself.
Question: Does the demand have to be statically defined?
This question is why I haven't just done the XML work I want to see. I think there's room for something much more interesting and dynamic than the Domestic Market that we have now, but I don't know how to go about it. I would love to see a system where the relative scarcity of goods in a city's surroundings affects its residents' demand for goods and the prices they are willing to pay for them. Coats are useless in the jungle, but they are necessary at higher elevations and latitudes. Coffee may be common to those surrounded by bushes, but to people far away from ideal growing conditions, it may be a luxury. I would love to see a system where demand and price are influenced by the terrain surrounding a city, as well as the amount of a good that the city produces.
The problem for me is that I have no idea how to go about implementing such a system, let alone balancing it. It would obviously require a lot of work to program, and I'm not sure how to do it. I assume the modifiers would primarily be demand modifiers, and that there might need to be a simulated amount of money that each citizen can spend on goods per turn, but I'm not sure where to go other than that.
Before going into my issues in-depth, I'm going to explain how the Domestic Market works since it's not especially intuitive for someone who hasn't looked at the code or spent a lot of time with the mod. Each type of Colonist, determined by unit type, not unit profession (so a Free Colonist Farmer is equivalent to a Free Colonist Statesman) demands a certain quantity of goods. In the case of the Free Colonist, this is one-fifth of one unit of Leather, Salt, Beer, Wool Cloth, and Coffee, per turn. The Town Market increases this demand value by 50%, and the regional market doubles it.
Units in the game can be divided into the following classes:
Unfree: Petty Criminal, African Slave, Native Slave
Low: Free Colonist, Indentured Servant, Converted Native, Freed Slave, Hardy Pioneer, Evangelist/Jesuit, All Veteran Land Units, All Expert Professions except Expert Rancher
Spoiler Land Units :
Veteran Town Guard, Veteran Soldier, Veteran Cavalryman, Veteran Dragoon, Seasoned Scout
Spoiler Expert Professions :
Expert Miner, Expert Prospector, Expert Stonecutter, Expert Tobacco Planter, Expert Hemp Planter, Expert Cotton Planter, Expert Indigo Planter, Expert Sugar Planter, Expert Coca Collector, Expert Cocoa Planter, Expert Coffee Planter, Expert Red Pepper Planter, Expert Farmer, Expert Grape Picker, Expert Hunter, Expert Seal Hunter, Expert Trapper, Expert Fisherman, Expert Pearl Hunter, Expert Native Trader
Middle: Expert Rancher, All Master Professions
Spoiler Master Professions :
Master Blacksmith, Master Gunsmith, Master Fur Trader, Master Tanner, Master Carpenter, Master Furniture Maker, Master Brewer, Master Distiller, Master Vintager, Master Weaver, Master Dyer, Master Drier, Master Spice Trader, Master Tobbaconist, Master Roper, Master Sailmaker, Master Train Oil Cooker, Master Butcher,
Upper: Firebrand Preacher/Devout Priest, Elder Statesman, Bishop, Governor, Political Refugee, Famous Nobleman, Renowned Medic
These classes define the demand a unit generates, as follows:
Unfree pops generate no demand.
Lower class pops generate a demand of one-fifth of one unit of Leather, Salt, Beer, Wool Cloth, and Coffee, per turn, with some exceptions.
Spoiler Exceptions :
Indentured Servants only generate one-tenth of one unit of demand per turn.
Veteran Land Units generate only three-twentieths of one unit of demand per turn.
Veteran Cavalry demand Rum instead of Beer.
Veteran Dragoons and Veteran Soldiers demand Cloth and Tobacco instead of Coffee and Wool Cloth.
Converted Natives and Freed Slaves demand one-tenth of one unit of Coca Leaves per turn in addition to all other lower-class demand.
Veteran Land Units generate only three-twentieths of one unit of demand per turn.
Veteran Cavalry demand Rum instead of Beer.
Veteran Dragoons and Veteran Soldiers demand Cloth and Tobacco instead of Coffee and Wool Cloth.
Converted Natives and Freed Slaves demand one-tenth of one unit of Coca Leaves per turn in addition to all other lower-class demand.
Middle-class pops generate a demand of one-tenth of one unit of Luxury Goods, Cigars, Cocoa, Spices, Furniture, and Whale Oil, per turn, and a demand of one-fifth of one unit of Coffee, Cloth, Coats, Salt, and Rum, per turn.
Upper-Class pops generate a demand of one-tenth of one unit of Coca Leaves, three-tenths of one unit of Luxury Goods, and one-fifth of one unit of Cocoa, Coffee, Cigars, Coloured Cloth, Premium Coats, Salt, Spices, Wine, Whale Oil, and Furniture, per turn.
Question: Why is lower-class demand so different?
Three of the five goods demanded by lower-class pops are not demanded by either middle- or upper-class pops, and the other two are the only goods with consistent demand across the social classes. There appears to be an "upgrade chain" of sorts between Wool Cloth, Cloth, and Coloured Cloth, and another between Beer, Rum, and Wine, but I'm not sure those make a lot of sense. The lack of demand for Leather among middle- and upper-class pops is also very confusing to me.
Possible Solution: Change demand among middle- and upper-class pops to be demand on top of the demands of the lower-class, rather than to demand completely different goods. (This is something I could easily do myself; it's just XML work)
Question: Why are Experts considered lower-class?
The thing I find most strange about the current system is that there is no difference between a Free Colonist and an Expert when considering demand, even though the expert is twice as productive and should, therefore, be earning a higher income. There is also no Domestic Market benefit to Learning-by-Doing for an Expert Profession, even as there could be huge changes for a Statesman or a Preacher getting promoted.
Possible Solution: Create a new class between existing lower- and middle-class for the Expert Professions, including the Veteran Land Units. Once again, this is an XML task that I could do myself.
Question: Does the demand have to be statically defined?
This question is why I haven't just done the XML work I want to see. I think there's room for something much more interesting and dynamic than the Domestic Market that we have now, but I don't know how to go about it. I would love to see a system where the relative scarcity of goods in a city's surroundings affects its residents' demand for goods and the prices they are willing to pay for them. Coats are useless in the jungle, but they are necessary at higher elevations and latitudes. Coffee may be common to those surrounded by bushes, but to people far away from ideal growing conditions, it may be a luxury. I would love to see a system where demand and price are influenced by the terrain surrounding a city, as well as the amount of a good that the city produces.
The problem for me is that I have no idea how to go about implementing such a system, let alone balancing it. It would obviously require a lot of work to program, and I'm not sure how to do it. I assume the modifiers would primarily be demand modifiers, and that there might need to be a simulated amount of money that each citizen can spend on goods per turn, but I'm not sure where to go other than that.