Difference between revisions of "Demand Driven Economy"

From Elite Wiki
(Oops!)
(Added graphics)
Line 1: Line 1:
 
Rejigging the Trade model according to [[the Space Traders Flight Training Manual]]: ''Think about a planet's needs. Think what might make the society function. Don't trade expensive trivia to a hungry world''
 
Rejigging the Trade model according to [[the Space Traders Flight Training Manual]]: ''Think about a planet's needs. Think what might make the society function. Don't trade expensive trivia to a hungry world''
 
  
 
== Overview ==
 
== Overview ==
Line 14: Line 13:
  
 
=== Economy Type and Most Profitable Import ===
 
=== Economy Type and Most Profitable Import ===
 +
[[image:Logo64_RichIndustrial.png]] [[image:Logo64_AverageIndustrial.png]] [[image:Logo64_PoorIndustrial.png]]
 +
[[image:Logo64_MainlyIndustrial.png]] [[image:Logo64_MainlyAgricultural.png]]
 +
[[image:Logo64_RichAgricultural.png]] [[image:Logo64_AverageAgricultural.png]] [[image:Logo64_PoorAgricultural.png]]
 +
 
*Rich Industrial - furs
 
*Rich Industrial - furs
 
*Average Industrial - liquor/wines
 
*Average Industrial - liquor/wines

Revision as of 11:03, 2 January 2022

Rejigging the Trade model according to the Space Traders Flight Training Manual: Think about a planet's needs. Think what might make the society function. Don't trade expensive trivia to a hungry world

Overview

The basic idea is to keep the reliability of the standard trade model but not the monotony.

The Vanilla game model means that some items are always more profitable than others as long as you are trading in the right direction between the industrial & agricultural poles.

For example: not only are computers always more expensive than machinery but they are also always more profitable trade items than machinery. The problem then is that there is no good reason to buy machinery when computers are available.

This model assigns each of the 8 economy types a specific high-demand commodity. Population, productivity and tech level also exert some influence.

For example: computers still cost more than machinery but when shipping to a mainly agricultural or poor agricultural system they will not be as profitable. The result is that at least sometimes the trader would now buy machinery in preference to computers.

Economy Type and Most Profitable Import

Logo64 RichIndustrial.png Logo64 AverageIndustrial.png Logo64 PoorIndustrial.png Logo64 MainlyIndustrial.png Logo64 MainlyAgricultural.png Logo64 RichAgricultural.png Logo64 AverageAgricultural.png Logo64 PoorAgricultural.png

  • Rich Industrial - furs
  • Average Industrial - liquor/wines
  • Poor Industrial - food
  • Mainly Industrial - radioactives
  • Mainly Agricultural - machinery
  • Rich Agricultural - luxuries
  • Average Agricultural - computers
  • Poor Agricultural - alloys

It is of course quite possible to argue over which commodity should go where and why but it's a simple matter to edit the oxp to one's own tastes (if you don't know how, just ask).

Further musings of the what, where, why variety can be found here.

Population, productivity and tech level also exert some influence, along with a dash of randomisation, but the above table should remain very reliable if not infallible.

Version 1.1 now available from the download manager.


Personal notes

This is my take on the basic trade model inherited from elite.

Disclaimer: I'm new to tinkering with markets and so my coding is likely clunky and sub-optimal, almost certainly with anti-social behavioural issues when it comes to integrating with other oxps. I hope to be able to address any such issues as they arise.

Changelog

  • v.1.0 initial release
  • v.1.1 fixes issue with export prices


Links