I have been thinking about the economics of trading as it stands in the game and am considering trying to revamp things.
All I have done with the code previously was try and make sure all avenues of purchase and sale gave the same results but as is pointed out elsewhere simple trading export to import does not often give a profit.
However I don't want to just tweak the export import price factors (although that will play a part) but actually get into changing island products (which remain much as per stock game except for the additions for new islands and goods plus a change to allow for rum consumption) - so that island hopping routes around the arc of islands can be viable. I might also want to review what is contraband (which are also still pretty much stock game allocations) in the process.
so for example
New Grenada export A import B,D
Aruba,Curacao,Bonaire export B,C Import A D
La Grenade export D,E import C,A,F
etc
but perhaps longer trips, ie skipping the adjacent island, gives more meat to the voyage , or is the pattern too neat and unrealistic .
I haven't decided how to differentiate islands within nation island groups such as Aruba,Curacao,Bonaire perhaps with an additional different extra export and import. I might also include some dynamically added exports/imports away from the hard coded ones to give some variety within each playthrough.
I have seen some dire warnings about breaking the economy by any changes and don't yet fully appreciate how the dynamics interact so will need to tread carefully. Although it is somewhat counter intuitive I would intend to leave the price increase per unit within transaction as you buy and decrease in selling price as you sell since it does prevent buy/sell cycling giving a profit.
Anyone any thoughts, suggestions or objections at this early stage in my thought process?
All I have done with the code previously was try and make sure all avenues of purchase and sale gave the same results but as is pointed out elsewhere simple trading export to import does not often give a profit.
However I don't want to just tweak the export import price factors (although that will play a part) but actually get into changing island products (which remain much as per stock game except for the additions for new islands and goods plus a change to allow for rum consumption) - so that island hopping routes around the arc of islands can be viable. I might also want to review what is contraband (which are also still pretty much stock game allocations) in the process.
so for example
New Grenada export A import B,D
Aruba,Curacao,Bonaire export B,C Import A D
La Grenade export D,E import C,A,F
etc
but perhaps longer trips, ie skipping the adjacent island, gives more meat to the voyage , or is the pattern too neat and unrealistic .
I haven't decided how to differentiate islands within nation island groups such as Aruba,Curacao,Bonaire perhaps with an additional different extra export and import. I might also include some dynamically added exports/imports away from the hard coded ones to give some variety within each playthrough.
I have seen some dire warnings about breaking the economy by any changes and don't yet fully appreciate how the dynamics interact so will need to tread carefully. Although it is somewhat counter intuitive I would intend to leave the price increase per unit within transaction as you buy and decrease in selling price as you sell since it does prevent buy/sell cycling giving a profit.
Anyone any thoughts, suggestions or objections at this early stage in my thought process?