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Author Topic: Market Conditions: What does it do  (Read 4997 times)

Tartiflette

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Market Conditions: What does it do
« on: October 28, 2014, 02:53:36 PM »

Trying to setup a mostly autonomous economy for my mod I found myself lost by not knowing exactly what facilities produced and what exactly where the modifiers doing. To remedy this problem I collated all relevant modifiers into a more intelligible form, and I figured I could share it with everyone.

note that ">" means production and "<" mean consumption.

Spoiler
Code
////////////////////////////////////////

                PRODUCTION

////////////////////////////////////////

AQUACULTURE

>FOOD
0.2 * population
>ORGANICS
0.05 * FOOD
0.001 * population

<HEAVY MACHINERY
0.001 * FOOD
0.0005 * population



AUTOFACTORY HEAVY INDUSTRY

>HEAVY MACHINERY
1500
>SUPPLIES
15000
>HAND WEAPONS
10000

<HEAVY MACHINERY
50
<REGULAR CREW
495 (supply) + 5 (demand)
<ORGANICS
1000
<METALS
20000
<RARE METALS
1000
<VOLATILES
1000



COTTAGE INDUSTRY

>DOMESTIC GOODS
0.01 * population

<ORGANICS
0.01 * population



CRYOSANCTUM

>GREEN CREW
50
>ORGANS
500

<REGULAR CREW
0.0099 * population (supply) + 0.0001 * population (demand)
<VOLATILES
0.1 * population
<ORGANICS
0.1 * population
<HEAVY MACHINERY
0.1 * population



FUEL PRODUCTION

>FUEL
30000

<REGULAR CREW
495 (supply) + 5 (demand)
<ORGANICS
20000
<VOLATILES
20000
<HEAVY MACHINERY
2000



LARGE REFUGEE POPULATION

>GREEN CREW
10 + 4 * normal production
>ORGANS
0.00001 * population



LIGHT INDUSTRIAL COMPLEX

>DOMESTIC GOODS
0.1 * population
>LUXURY GOODS
0.01 * population

<ORGANICS
0.01 * population
<VOLATILES
0.01 * population
<HEAVY MACHINERY
0.0001 * population



MILITARY BASE

>MARINES
100
>REGULAR CREW
50

<SUPPLIES
1000
<FUEL
2000
<HAND WEAPONS
1000
<HEAVY MACHINERY
50
<MARINES
990 (supply) + 10 (demand)
<REGULAR CREW
4950 (supply) + 50 (demand)



ORBITAL STATION / SPACEPORT

>GREEN CREW
25
>REGULAR CREW
10
>VETERAN CREW
5

<REGULAR CREW
990 (supply) + 10 (demand)
<SUPPLIES
500 (supply) + 500 (demand)
<FUEL
max between
0.0005 * population (supply) + 0.0005 * population (demand)
or
5000 (supply) + 5000 (demand)



ORE MINING COMPLEX

>ORE
5000
>RARE ORE
250

<HEAVY MACHINERY
10
<REGULAR CREW
99 (supply) + 1 (demand)



ORE REFINING COMPLEX

>METALS
2500
>RARE METALS
125

<REGULAR CREW
99 (supply) + 1 (demand)
<ORE
5000
<RARE ORE
250
<HEAVY MACHINERY
20



ORGANIC MINING COMPLEX

>ORGANICS
5000

<CREW
99 (supply) + 1 (demand)
<HEAVY MACHINERY
10



SHIPBREAKING CENTER

>HEAVY MACHINERY
500
>SUPPLIES
10000
>METALS
10000
>RARE METALS
2000

<REGULAR CREW
9900 (supply) + 100 (demand)



VOLATILES MINING COMPLEX

>VOLATILES
10000

<REGULAR CREW
99 (supply) + 1 (demand)
<HEAVY MACHINERY
10



VOLATILES DEPOT

<VOLATILES
10000 (supply)



VOLTURNIAN LOBSTER

>VOLTURNIAN LOBSTERS
500


////////////////////////////////////////

                POPULATION

////////////////////////////////////////

<FOOD
0.1 * population
<SUPPLIES
0.1 * (crew + marines)
<MARINES
getRollingAverageStockpileUtility() ????
<REGULAR CREW
getRollingAverageStockpileUtility() ????

if (market size>=3)

>GREEN CREW
0.001 * population

<DOMESTIC GOODS
0.01 * population
<DRUGS
0.003 * population
<HAND WEAPONS
0.001 * population

if (market size>=4)

<LUXURY GOODS
0.001 * population
<ORGANS
0.001 * population


////////////////////////////////////////

CONDITIONS

////////////////////////////////////////

DECIVILIZED

>GREEN CREW
production * 5
>ALL PRODUCTION
production * 0
>FOOD
production * 0.25

<DOMESTIC GOODS
demand * 0
<LUXURY GOODS
demand * 0
<ORGANS
demand * 0
<HAND WEAPONS
max between
10
or
population * 0.01
<SUPPLIES
max between
10
or
population * 0.01
<DRUGS
demand * 5



DISSIDENT

>GREEN CREW
production * 5

<MARINES
population * 0.01

<HAND WEAPONS
max between
10
or
population * 0.01


FREE MARKET

<DRUGS
max between
100
or
population * 0.01



FRONTIER

<HAND WEAPONS
max between
10
or
population * 0.001

<SUPPLIES
10
or
population * 0.01

<LUXURY GOODS
demand * 0.1



LUDDIC MAJORITY

<LUXURY GOODS
demand * 0.1



ORBITAL BURNS

>FOOD
production * 2



ORGANIZED CRIME

<VOLATILES
0.02
<ORGANICS
0.02
<DRUGS
max between
500
or
population * 0.015
<HAND WEAPONS
max between
10
or
population * 0.001
<MARINES
99 (supply) + 1 (demand)

>ORGANS
max between
10
or
population * 0.001



OUTPOST

<FUEL
495 (supply) + 5 (demand)
<MARINES
if (market size=1)
5
if (market size=2)
10
if (market size=3)
50
if (market size>3)
500



RURAL POLITY

<DOMESTIC GOODS
demand * 0.5
<LUXURY GOODS
demand * 0.5
<ORGANS
demand * 0.5
<DRUGS
demand * 0.5

>FOOD
production * 2



URBANIZED POLITY

<DOMESTIC GOODS
demand * 2
<LUXURY GOODS
demand * 2
<ORGANS
demand * 2
<DRUGS
demand * 2

>FOOD
production * 0.5



VICE DEMAND

<DRUGS
max between
100
or
population * 0.01
<HAND WEAPONS
max between
10
or
population * 0.001



WORLD ARID

<HEAVY MACHINERY
population * 0.0005

>FOOD
population * 0.1
>ORGANICS
FOOD * 0.05
population * 0.005



WORLD DESERT

<HEAVY MACHINERY
population * 0.0005

>FOOD
population * 0.05
>ORGANICS
FOOD * 0.05
population * 0.0025



WORLD ICE

<HEAVY MACHINERY
population * 0.0001

>FOOD
population * 0.01
>ORGANICS
FOOD * 0.05
population * 0.0005



WORLD JUNGLE

<HEAVY MACHINERY
population * 0.0005

>FOOD
population * 0.05
>ORGANICS
FOOD * 0.05
population * 0.0025



WORLD TERRAN

<HEAVY MACHINERY
population * 0.001

>FOOD
population * 0.2
>ORGANICS
FOOD * 0.05
population * 0.01



WORLD WATER

<HEAVY MACHINERY
population * 0.0005

>FOOD
max between
population * 0.1
or
10000
>ORGANICS
max between
population * 0.005
or
500



WORLD UNHABITABLE

<ORGANICS
population * 0.005


[close]

Some interesting findings:

Space Ports and Space Stations do exactly the same thing

Ship-breaking Complex consume a lot of crew but oh boy is it powerful! It produce pretty much anything you'll ever need.

There is no way to directly produce regular crew but:
Oh, also: yes, regular crew is interchangeable with green, but at a ratio - that's what the "utility" column in commodities.csv is about, couple with the demand class. All crew shares the same demand class but higher ranks have higher utility, which means less are needed to fulfill the same demand.
So if you need 20 REGULAR CREW you can use:
40 GREEN CREW
10 VETERAN CREW or
  5 ELITE CREW

[attachment deleted by admin]
« Last Edit: June 27, 2015, 02:34:14 AM by Tartiflette »
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Randomletters

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Re: Economy modifiers: whitch do what
« Reply #1 on: October 31, 2014, 11:17:13 PM »

I apologize if this is somewhere in the modding tools and resources subforum but I've been unable to find anything about it there. How exactly do you modify the variety and number of weapons and ships found at the various planets?
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Darloth

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Re: Economy modifiers: whitch do what
« Reply #2 on: November 01, 2014, 02:27:47 AM »

With some difficulty...

Maybe there should be a separate thread for that question, but here's what I've gleaned:

markets get weapons and ships mostly based on the weapons and ships their faction uses, that is, which ships spawn there and what weapons they have on them.  Then there's a small amount of random picks on top of that.

So,  you could add the stuff you want directly to the market ( there's a function for it somewhere in the API) or you could change the faction to use a ship with that equipment more often.
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Histidine

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Re: Market Conditions: What does it do
« Reply #3 on: October 10, 2015, 03:46:42 AM »

Infographic form (WIP)

Spoiler
[close]

UPDATE (2015-10-18): more stuff + some corrections
« Last Edit: October 18, 2015, 01:26:29 AM by Histidine »
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Histidine

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Re: Market Conditions: What does it do
« Reply #4 on: June 10, 2017, 11:49:51 PM »

0.8.x version:

Spoiler
Code: txt
All non-multiplier values are multiplied by size mult except where otherwise specified
Size mult = 0.125 for a size 1 market, doubles for each additional point of size (reaches 1 at size 4)

Mining complexes (ore/organics/volatiles) and ore refining do not use machinery unless market size >= 4

== Aquaculture ==
Nothing!

== Autofactory ==
DEMAND
Machinery: 200
Metals: 1000
Rare metals: 100
Volatiles: 1000
Organics: 1000
SUPPLY
Machinery: 1200
Supplies: 5000
Hand weapons: 2000

== Cottage industry ==
DEMAND
Organics: 2000
SUPPLY
Domestic goods: 1000

== Cyrosanctum ==
Does NOT use sizeMult
DEMAND
Crew: 0.01 * pop (50% non-consuming)
Volatiles: 0.1 * pop
Organics: 0.1 * pop
Heavy machinery: 0.01 * pop

SUPPLY
Organs: 500
Crew: 50

== Decivilized ==
Does NOT use sizeMult
DEMAND
Domestic goods: x0
Luxury goods: x0
Organs: x0
Drugs: x5
Hand weapons: 0.01 * pop
Supplies: 0.01 * pop

SUPPLY
Crew: x5
Food: x0.25
Industrial commodities: x0


== Dissident population ==
Does NOT use sizeMult
DEMAND
Marines: 0.001 * pop
Weapons: 0.01 * pop

SUPPLY
Crew: x2

== Free market ==
DEMAND
Drugs: 100

== Frontier ==
Does NOT use sizeMult
DEMAND
Supplies: 0.01 * pop
Weapons: 0.001 * pop
Luxury goods: x0.1

== Fuel production ==
DEMAND
Organics: 1000
Volatiles: 1000
Trans-Pu: 300
Machinery: 200
SUPPLY
Fuel: 2500

== Hydroponics ==
SUPPLY
Food: 400

== Large refugee population ==
Does NOT use sizeMult
SUPPLY
Crew: 10 (flat), x2
Organs: 0.00001 * pop
Food: x0.5
Light industry: x0.5

== Light industrial complex ==
DEMAND
Organics: 500
Volatiles: 500
Machinery: 100
SUPPLY
Domestic goods: 1000
Luxury goods: 200

== Luddic majority ==
DEMAND
Luxury goods: x0.5

== Military base ==
Does NOT use sizeMult
DEMAND
Supplies: 1000 (50% non-consuming)
Fuel: 4000 (50% non-consuming)
Weapons: 1000
Machinery: 50
Marines: 100 (50% non-consuming)
Crew: 500 (50% non-consuming)
SUPPLY
Marines: 150
Crew: 500

== Orbital burns ==
SUPPLY
Food: x2

== Orbital station ==
Does NOT use sizeMult
DEMAND
Fuel: 1000 + 0.002 * pop (max 15000, 50% non-consuming)
Crew: 500 (50% non-consuming)
Supplies: 1000 (50% non-consuming)

SUPPLY
Crew: 500

== Ore mining complex ==
DEMAND
Machinery: 100

SUPPLY
Ore: 2000
Trans-Pu ore: 400

== Ore refining complex ==
DEMAND
Machinery: 100
Ore: 3000
Trans-Pu ore: 600

SUPPLY
Metal: 1500
Trans-Pu: 300

== Organics complex ==
DEMAND
Machinery: 100

SUPPLY
Organics: 5500

== Organized crime ==
DEMAND
Volatiles: 500 * stability mult
Organics: 500 * stability mult
Weapons: 50
Marines: 100 (flat)

SUPPLY
Drugs: 1000
Organs: 400

== Population ==
DEMAND
Supplies: 200
Fuel: 200
Food: 500 (size >= 4)
Domestic goods: 500 (size >= 4)
Luxury goods: 100 (size >= 5)
Guns: 50 (size >= 4)
Drugs: 100 (size >= 4)
Organs: 100 (size >= 5)

SUPPLY
Crew: 50 (size >= 4)

== Rural polity ==
DEMAND
Domestic goods: x0.5
Luxury goods: x0.5
Drugs: x0.5
Organs: x0.5

SUPPLY
Food: x2

== Shipbreaking center ==
Does NOT use sizeMult (all flat)
SUPPLY
Machinery: 500
Supplies: 5000
Metals: 4000
Trans-Pu: 2000

== Spaceport ==
Does NOT use sizeMult
DEMAND
Fuel: 1000 + 0.002 * pop (max 15000)
Crew: 2000
Supplies: 1000

SUPPLY
Crew: 500

== Trade Center ==
DEMAND
Various commodity types: ? (100% non-consuming)

== Urbanized polity ==
DEMAND
Domestic goods: x2
Luxury goods: x3
Drugs: x2
Organs: x2

SUPPLY
Food: x0.5

== Vice demand ==
DEMAND
Drugs: 500 (size >= 2)
Hand weapons: 100 (size >= 2)

== Volatiles depot ==
DEMAND
Volatiles: 5000 (100% non-consuming)

== Volatiles complex ==
DEMAND
Machinery: 100

SUPPLY
Volatiles: 5500

== Volturnian lobster ==
Does NOT use sizeMult (flat)
SUPPLY
Lobster: 5000

== Farming ==
SUPPLY
Food: 1000 * planet mult
Mults are 2 for terran, 1 for twilight, 0.5 for arid, water, jungle and tundra, and 0.2 for barren, desert and ice
[close]
« Last Edit: June 17, 2017, 01:02:45 AM by Histidine »
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