Market and supply and demand
Posted: Mon Apr 13, 2015 12:55 pm
Having the distance of a province from the capital play a role in how much value is derived from the province is a good idea. The farther the goods have to travel the more will be siphoned off by theft, corruption, etc.
The market though does not seem to react to similar thinking about impact of the "real world," such as supply and demand, so far as I've seen (I've only played a dozen hours or so at this point). Selling one gem brings in 79 gold, selling two brings in 158, etc. whether you are one turn into the game or 20 turns in. Sins of a Solar Empire models market forces reasonably well, there are other examples I'm sure.
Will scarcity or overabundance of an item alter it's market price at some point (either in the game as is or in the twinkle of the developers' eye)?
This from the guy who previously urged that the developers avoid feature creep
Enjoying this game so far.
Cheers.
The market though does not seem to react to similar thinking about impact of the "real world," such as supply and demand, so far as I've seen (I've only played a dozen hours or so at this point). Selling one gem brings in 79 gold, selling two brings in 158, etc. whether you are one turn into the game or 20 turns in. Sins of a Solar Empire models market forces reasonably well, there are other examples I'm sure.
Will scarcity or overabundance of an item alter it's market price at some point (either in the game as is or in the twinkle of the developers' eye)?
This from the guy who previously urged that the developers avoid feature creep
Enjoying this game so far.
Cheers.