SW Economy

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commander_STyx2909
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Re: SW Economy

Post by commander_STyx2909 »

I am not talking about SW economy! :D but the base game.
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Re: SW Economy

Post by RGVV »

Use "SW Economy" together with "Market Cooldown" and "New Cargoes" which together give challenging diversity to trading.
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Re: SW Economy

Post by stranger »

Market Cooldown is really nice OXP, based on very smart idea. I like it!
But Market Cooldown has critical drawback. It uses sum of distances to witchpoint and system sun to generate unique key for every system port. Works fine for static Ooniverse, but it will not work for (pseudo)dynamic Planetary Systems and for orbiters.
I'm using tweaked Market Cooldown, replacing original Spara's code

Code: Select all

this.shipLaunchedFromStation = function(station) {
	if (system.isInterstellarSpace) return;
	var sMarket = station.market;
	var marketObj = new Object();
	marketObj.fadeCounter = 0.0;
	for (var i in sMarket) {
		marketObj[i] = sMarket[i].quantity;
	}
	//a uniqueish key for the station calculated from station to witchpoint buoy and sun distances
	var idKey = Math.round(station.position.magnitude() + station.position.distanceTo(system.sun.position));
	this.$storedMarkets[idKey] = marketObj;
}
onto

Code: Select all

this.shipLaunchedFromStation = function(station)
    {
	if (system.isInterstellarSpace || station != system.mainStation) return;
	var sMarket = system.mainStation.market;
	var marketObj = new Object();
	marketObj.fadeCounter = 0.0;
	for (var i in sMarket)
        {
		marketObj[i] = sMarket[i].quantity;
        }
	//ID key for the main station, matches system ID
	var idKey = system.ID;
	this.$storedMarkets[idKey] = marketObj;
    }
Fading effect works directly only for main station, but having secondary station markets synchronized with main system market fading effect will affect all secondary ports too.
My simplified solution, however, has drawback too. It will not affect market until you visit system main station. Not too bad, I hope, if you have habit to visit main station just to save game progress.

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Re: SW Economy

Post by Cholmondely »

Cholmondely wrote:
Sat Jan 16, 2021 8:33 pm
Can I just ask: if there is a medical emergency announced on GNN or Snoopers - does this reflect in the medicine prices either where I am (less likely) or at the affected spots?

Sorry - only just worked it out - this would require Blooomberg Markets to pick up on the existence of medicine, oxygen & water as new commodities, no?

Would it need an SW version of Blooomberg, or could it be done just with modifying what is currently there?

I'll post this in the Blooomberg thread, too.
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Re: SW Economy

Post by stranger »

Cholmondely wrote:
Thu Jan 21, 2021 9:55 am
Sorry - only just worked it out - this would require Blooomberg Markets to pick up on the existence of medicine, oxygen & water as new commodities, no?
Would it need an SW version of Blooomberg, or could it be done just with modifying what is currently there?
Looking at BlOomberg Markets. It uses two scripts: first to generate and display specific system events and second to change item price in selected system. Script changing price enough brief and clear to understand.
Unfortunately it will not work with new items. It redefines prices only for vanilla goods, emulating old market based on commodity.plist. No any (pseudo)random price fluctuation, just two fixed events for item: one to increase price to fixed new base value and another to decrease price to fixed new base value too.
I have no idea yet for best way to integrate new items with BlOomberg Markets. Sorry :oops:

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Re: SW Economy

Post by Cholmondely »

Two thoughts:

1)The price of medicines in low-tech agricultural systems is ludicrously low. They don't have the ability to manufacture them, so they have to import them. The low prices make no sense.

2)I'm unsure about how your economic classification of systems changes things. I'm still buying furs and computers (but now filling the empty space in my hold with machinery/wines etc as the quantities have changed). Yes, I have made money on textiles etc, but the furs and computers are still the staples when I can get them.

Vincentz started developing a different economic system - to my untutored eye mildly similar to yours. The thread is here and contains links to his icon font which is inside his fledgling .oxp.

http://www.aegidian.org/bb/viewtopic.php?f=4&t=17360

Sadly, I don't see any sign of a license in his works, and he last logged in 2 years ago.
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Re: SW Economy

Post by stranger »

Cholmondely wrote:
Sun Jan 31, 2021 8:06 pm
1)The price of medicines in low-tech agricultural systems is ludicrously low. They don't have the ability to manufacture them, so they have to import them. The low prices make no sense.
SW Economy in actual state is not dealing with any price changes besides basic price fine tuning. It changes mainly quantities of available trade goods.
We have only economy price gradient in vanilla game. Computers are cheap in industrial systems and high-priced in agricultural. Furs are cheap in agricultural systems and high-priced in industrial. This is vanilla economy - we have no TL affecting price, only economy gradient.
It will be nice to add second TL gradient affecting price. Computers can be in high demand it high-tech agricultural worlds, machinery in low-tech agricultural. Medicine will be in high demand in low-tech world, raw materials in high-tech etc. This second gradient axis can be emulating using script, but it may cause new issues and requires careful testing. Now I'm using more safe conservative approach. Maybe I'll change mind and try to affect price in future updates.
Cholmondely wrote:
Sun Jan 31, 2021 8:06 pm
2)I'm unsure about how your economic classification of systems changes things. I'm still buying furs and computers (but now filling the empty space in my hold with machinery/wines etc as the quantities have changed). Yes, I have made money on textiles etc, but the furs and computers are still the staples when I can get them.
Works as it was intended - not to make revolution in economy, just give opportunity to increase choice.
Thank you for discussion!

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