SW Economy

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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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Re: SW Economy

Post by Cholmondely »

More pondering!

Medicines would possibly be the one major export of Mainly agricultural/Mainly industrial economies! They have both the agriculture and the industry to produce complex medicines (if they have the requisite TL).

That of course presumes that the game code is capable of dealing with them in that way, rather than just bunging them in the middle of the gradient between the extreme agricultural/industrial systems.

This might also be true of luxuries!

Or maybe luxuries should be less dependant on the system's economy and be more dependant on random factors (walnut wood groves, local schools of craftsfrogs, high tech developers of Ooolite games, etc). Perhaps luxuries should only exist in Cim's New Cargoes oxp?
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Re: SW Economy

Post by stranger »

Cholmondely wrote: Mon Apr 12, 2021 11:13 am Medicines would possibly be the one major export of Mainly agricultural/Mainly industrial economies! They have both the agriculture and the industry to produce complex medicines (if they have the requisite TL).
Sounds reasonable. It will explain success of systems with balanced economy. Not having enough cheap electronics & machinery to export as industrial systems and not having enough cheap agricultural goods you need some other goods to export to maintain economy.
Or course it will be hard task to transform vanilla simple economy onto complex non-linear and dinamic economy. Too easy to ruin game balance.
And if it will be succcessful maybe it will be nice to realize in spin-off project on Oolite engine, not in canonical game.
But medicine and luxuries... sounds reasonable, but I need time to rethink pro and contra of such reform, OK?
Cholmondely wrote: Mon Apr 12, 2021 11:13 am This might also be true of luxuries!
Or maybe luxuries should be less dependant on the system's economy and be more dependant on random factors (walnut wood groves, local schools of craftsfrogs, high tech developers of Ooolite games, etc). Perhaps luxuries should only exist in Cim's New Cargoes oxp?
Dependency of random factors will lead to less predictable pattern for gamer. Nice for generated unique contracts like in New Cargoes, not so nice for regular runs. Now luxury and medicine gives balanced pair of goods to trade in opposite directions of economy gradient. Removing luxury from main market will ruin this balance again.
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Re: SW Economy

Post by Cholmondely »

stranger wrote: Mon Apr 12, 2021 10:46 pm
Cholmondely wrote: Mon Apr 12, 2021 11:13 am Medicines would possibly be the one major export of Mainly agricultural/Mainly industrial economies! They have both the agriculture and the industry to produce complex medicines (if they have the requisite TL).
Sounds reasonable. It will explain success of systems with balanced economy. Not having enough cheap electronics & machinery to export as industrial systems and not having enough cheap agricultural goods you need some other goods to export to maintain economy.
Or course it will be hard task to transform vanilla simple economy onto complex non-linear and dinamic economy. Too easy to ruin game balance.
And if it will be succcessful maybe it will be nice to realize in spin-off project on Oolite engine, not in canonical game.
But medicine and luxuries... sounds reasonable, but I need time to rethink pro and contra of such reform, OK?
Of course! All I'm doing is thinking about what you have done!
stranger wrote: Mon Apr 12, 2021 10:46 pm
Cholmondely wrote: Mon Apr 12, 2021 11:13 am This might also be true of luxuries!
Or maybe luxuries should be less dependant on the system's economy and be more dependant on random factors (walnut wood groves, local schools of craftsfrogs, high tech developers of Ooolite games, etc). Perhaps luxuries should only exist in Cim's New Cargoes oxp?
Dependency of random factors will lead to less predictable pattern for gamer. Nice for generated unique contracts like in New Cargoes, not so nice for regular runs. Now luxury and medicine gives balanced pair of goods to trade in opposite directions of economy gradient. Removing luxury from main market will ruin this balance again.
But don't gold/platinum/gems do this anyway? At least one of them is usually 10% cheaper than average at an agricultural, and can be sold for profit at an industrial. Admittedly luxuries & medicine are more reliable in terms of profit - but does that matter so much? One has to find a high TL agricultural anyway for the medicine.

With Famous Planets loaded, and looking at Galaxy 1:
TL16 1 industrial
TL15 1 industrial
TL14 4 industrial
TL13 5 industrial
TL12 20 industrial, 1 mainly industrial
TL11 16 industrial, 2 mainly agricultural
TL10 17 industrial, 4 mainly industrial, 1 agricultural
TL9 17 industrial, 10 mainly industrial, 4 mainly agricultural, 3 agricultural
TL8 6 industrial, 6 mainly industrial, 8 mainly agricultural, 9 agricultural

Only 12 agricultural systems in 256 in Galaxy have the TL to produce medicine!
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Re: SW Economy

Post by Cholmondely »

Is SW Economy compatible with Smugglers?

There are some notes at the bottom of the http://wiki.alioth.net/index.php/Smuggl ... Underworld page about coding new commodities for compatibility.
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Re: SW Economy

Post by stranger »

Cholmondely wrote: Thu May 06, 2021 1:11 pm Is SW Economy compatible with Smugglers?
Sorry for delay.
I have no enough knowledge to answer you question. Seems it is necessary to adopt additional items to Smugglers as described in Smugglers page, but I hope SW Economy will not break game if you have Smugglers. I think Smugglers will just ignore these additional items until you'll adjust these items properly.
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