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Widgets buying price changing

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Dec 10, 2003 Spellcast link
nahh you don't need to tax the wiget stockpile.. you need to charge rent for warehouse space :) everytime you store wigits on a station, you pay a fee if you aren't selling them and that "keeps" them for a set time.. then you can come back before that time is up and either sell them, or buy more time in the warehouse. (maybe give every player a certain number of cargo slots free in each station like 25 or so. before you have to start maintaining warehouse costs) also with this you could charge a docking fee for any ships that are left in a station. after all, the stations don't have limitless space inside to store ships. you could be charged a "parking fee"

now as for the economy, we discussed this a few months ago,
unfortunately since the boards don't have a search function, i cant find it to reference it.. there had been some fairly good ideas tossed about. the loop idea is ok to a point, but the economy really ought to work as follows IMO, (i'm roughing in from a post i had made on the discussion i referenced above.. wish i could find it and save some typing :P)

Station A mines Ore in Low, Med, and High grade varieteies
Station B processes Ore to produce Doo-Dads in the above qualities
Station C processes Ore to produce Thingamajiggas in the above qualities
Station D uses Doo-Dads and Thingamajiggas to produce different Wigets, depending on what quality doo-dad/thingamajiggas it gets.
Station A B & C need wigits in Low Med and High qualities to function, (tink of a wigit as a finished good, packeged food, machine parts etc)

At a very few places around the galaxy there are vital centers such as Station Z, which uses Wigets from Station D, Goods from station H, Ore from station A, Doodad's and Thingamajiggas, Power Supplies from station L and makes starship hulls. or something like that anyway.

If station B gets no Low grade Ore, the price of low grade Doo-Dads goes up when bought at B, since they can't be made anymore. Since the low grade doo-dads aren't getting made, low quality wigits will also go up in price, when being bought, while Low grade doo-dads have a higher selling price at D since the demand rises as there aren't as many of them. now the chains are interconnected, so the ore from A might be used at stations F & G as well to make the component parts for Goods. Everything is linked to each other, of course there would have to be some form of NPC tradeships that kept a certain minimal number of goods transported between the sectors to keep civilization alive.
Dec 10, 2003 Pyro link
Even better: you could also let people permanantly buy space in the station, and either rent it out or sell it... And of course, you would automatically own all the property in a station you make, so concievably you could build a "parking lot" or "warehouse" station in sectors where prices are extremely high... :P
Dec 10, 2003 Phoenix_I link
This isn't related to this topic, but a1k0n, I need to talk to you.
Dec 10, 2003 pmb777 link
Spellcast, you're just describing the same thing I did, but with the frills that I meant when I said the loops were easily expandable.

I'd just start with them simple, and adjust their complexity as needed.

I like the renting warehouse space, but again, i'd Keep It Simple to start with. The problem is being able to blockcade a product loop, and the solution is to keep players from holding a given widget indefinately. "Taxes" would be paid by the station automatically selling some of those widgets.

Right now, the economy is dynamic, but not predictable. It might as well be random. Real economies are very transparent; it's easy for a seller to find the highest bidder. We don't have that here.
Dec 10, 2003 Spellcast link
actually the economy is quite predictable.. for instance i will predict that just about anything taken all the way to a home sector(and by this i mean (1,2,3) will make a good profit, since almost no-one trades to the home sectors and the economy is demand based.
prediction #2.. most of the low to mid priced wigits are fairly profitable on any run longer than 3 jumps, you will initially get about a 300% return on your investment, since very few players trade a 500 credit wigit that only sells for 1500 more than 3 sectors, they don't feel that it is worth their time.

BTW PMB, your method limits the number of wigits in circulation based on what gets sold and is a "perfect" closed loop. However in most economic situations there is a surplus that goes to spoilage or leaves the loop, so no loop is actually closed. In an economy where items transfer from one supply chain to another, there is no real need to prevent stockpiling, besides cornering the market is a valid economic tactic. therefore forcing the sale of some wigits for "tax" is unfair and unacceptable. keep it on a simple cash for space basis. you arrive every week and pay your warehouse rent.. you can stockpile as long as you like. :) You miss your rent. an appropriate amount of your goods are sold to pay for it.
Dec 10, 2003 Phaserlight link
another tip for beating the economy: keep one of each of your favorite widgets in stations you like to trade to/from. When you want to start trading, check what each of them is going for, it may be that rare metals happen to be selling for 3k in s13 on a particular day.