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restraining the 'free' market on an economy world?

Posted: Thu Jun 19, 2014 6:51 pm
by zaroba
What if players could only set buy prices but not individual sale prices?
I kinda wonder how well this would work on a complex econ world.

Instead of setting sale prices for individual items, they have to set 1 single profit percentage setting on a building which applies to all items the building sales. Then the building automatically sells it's stuff for that much of a mark up. For buildings like a gas station, the player would set the fuel buy price, then the building would automatically set the sale price based on the profit percentage setting. In the case of a manufacturing building, it would calculate the item cost based on the buy prices of the demanded items and apply the profit percentage to that. A servervar could be used to limit the max profit percentage setting as well.

So (using zion as an example)
-if a gas station owner set the profit percentage to 25% and bought fuel for 1s2d, the building would automatically sell it for 1s6d
-if a steel refinery owner set profit percentage to 20% and bought ore for 2d and had a 5d employee, the script would calculate 1s5d to make steel and automatically sell the steel for 1s8d

While it does eliminate part of the freedom in a free market, it would also hinder rip off prices depending on what the profit percentage was limited to. If somebody buys dirt cheap, they wouldn't easily be able to sell for a high price if the profit was limited to something like 30%

Posted: Thu Jun 19, 2014 11:03 pm
by Mit
I've had a few too many glasses to consider the broad economic gameplay implications right now (much as i love to do so).. so for now i'd just say - "sounds doable in script", which is always the best answer for any platform developer :)