Announcement

Collapse
No announcement yet.

Trade model 0.0

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Trade model 0.0

    quote:

    Originally posted by Stuff2 on 08-03-2000 12:14 PM
    Well every province has three levels of wanting a commodity.
    1. need
    2. demand
    3. satisfied

    If a province needs a commodity it will buy it nomatter what the price is. Also a city will always consume the number of goods it needs.
    If a province demands a good it will only bye it if the price is not too high.
    If the province gets satisfied in one type of good it will not establish any traderouts to get it.

    Well on need, they'd haveto find the money or resources to purchase it first, and there should be a min amount to where after it reaches that level, it switches to demand.

    Also beyond satified there should be something like "Glut" where you're trying to get rid of it. FE you can produce wheat and not want to trade it, even though you can, because you want to store some up or you use it all. That's where "Glut" comes in. Only when there is "Glut" will you be able to trade.

    quote:

    Originally posted by Stuff2 on 08-03-2000 12:14 PM
    Goods that don't gets sold goes to the next level of trade. The global market. This works just like the provincial market except that there is now only countries that bye and sell goods. The goods will travel between the nearest provincial capitols between the countries and that is where the routs will be established.

    Another thing is that it need not be limited to capitols. Most trade happened around costal areas and rivers and not all those citites were capitols so you should consider that also.

    Also i do think it is a good idea to alteast have trade routes based on the map, if not actually seen because that determines how cities sprang up and grew for most of civilizations history.
    Which Love Hina Girl Are You?
    Mitsumi Otohime
    Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.

  • #2
    Hi Stuff2:

    Thanks for putting all the thought into this! But I think the model we already have does what yours aims at, and more. In addition to what is in the Econ model, you should look in the long-dormant Current state of merchant agents? thread. It describes in more detail the way we are heading. Sorry I don't have time to comment more now, but I have a lot of things I need to do tonight.

    Mark
    Project Lead for The Clash of Civilizations
    A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
    Check it out at the Clash Web Site and Forum right here at Apolyton!

    Comment


    • #3
      Trade model 0.0

      I know that there is a trademodel in the economic model but i think this could be an interesting alternative.

      This is not a complete model, just a basic system that needs some development.

      provinces trade with other provinces and countries trade with other countries.

      How does it work?

      Well every province has three levels of wanting a commodity.
      1. need
      2. demand
      3. satisfied

      If a province needs a commodity it will buy it nomatter what the price is. Also a city will always consume the number of goods it needs.
      If a province demands a good it will only bye it if the price is not too high.
      If the province gets satisfied in one type of good it will not establish any traderouts to get it.

      Every city will also produce goods. The economic model decides how much of this goods that will go on to the 'provincial market'. For example in a very capitalistic system all the goods that aren't consumed will go to the provincial market. In a very simple economic system maybe just around 40 % of the goods not consumed will go to the provincial market.
      The provincial market is the basic economic unit. It's simply a list of all goods to be traded within the country. The prize are determined bye the initial prize and the travelling cost from the selling provincial capital to the countries capitol (this is why capitols get richer than other cities). Every province has the chance of setting up temporary traderouts to get those goods they demand for the lowest prize. They use money they have already got from trade or they exchange goods.

      A traderoute is an agreement that holds some information like:
      - type of good
      - prize
      - quantity
      - the route on the map

      When a troude routs is made the goods will appear in the buying city next turn, unless someone is piracing.

      Goods that don't gets sold goes to the next level of trade. The global market. This works just like the provincial market except that there is now only countries that bye and sell goods. The goods will travel between the nearest provincial capitols between the countries and that is where the routs will be established.
      [This message has been edited by Stuff2 (edited August 03, 2000).]
      stuff

      Comment

      Working...
      X