GhengisF, demand and price can't be entirely random. Otherwise, how will anyone be able to be a good businessman? Then wealth generation won't be a question of any skill, but just luck of the draw. That would be like playing civ 3 and having every battle be rock-paper-scissors, and instead of building stuff by accumulating shields, there's just a random chance a temple will spontaneously appear.
Demand and market price must have a basis somewhere. There can be some randomness to it, but there must be some base value reflecting certain conditions. Those conditions must also not be entirely in our control, or that would be too easy.
We could create an aggregate market, based on the population of the civ game (very easy to find out) - or some formula based on happy/content/sad faces. Market demand would be regular for staples (such as food) and more volatile for exotic goods (like dyes?), as you say.
But I totally agree that we need not restrict ourselves to game turns.
Demand and market price must have a basis somewhere. There can be some randomness to it, but there must be some base value reflecting certain conditions. Those conditions must also not be entirely in our control, or that would be too easy.
We could create an aggregate market, based on the population of the civ game (very easy to find out) - or some formula based on happy/content/sad faces. Market demand would be regular for staples (such as food) and more volatile for exotic goods (like dyes?), as you say.
But I totally agree that we need not restrict ourselves to game turns.
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