I feel like there exists room for improvement on the current implementation of market stability, the whole "prices increase/decrease" thing isn't (imo) very exciting nor, unless I'm looking for a place to sell survey data, very useful.
I propose stability be present as a simple multiplier to supply/demand. This multiplier applies differently to different goods based on the following axioms:
- In times of low stability, people hoard essentials, forgo luxuries, and seek to leave the planet.
- In times of low stability, production of luxury goods shut down first, followed by industrial goods and finally essential/agricultural goods.
- In times of high stability, production and consumption of all goods increase, with luxury goods increasing above the rest in proportion to total consumption (people want good stuff) and industrial goods increasing below the rest in proportion (only so much infrastructure)
Therefore, I propose existing goods be roughly divided into 3 categories: essentials, industrials, and luxuries (commodities.csv already has tags to a similar effect).
Essentials: food, domestic goods, organs (need those to survive, ya know), hand weapons (gotta stay safe somehow)
industrials: ore, metals, volatile, etc. etc.
luxuries: luxury goods, "chemical arts", lobsters
with only some back-of-the-napkin math, I tentatively propose the following functions for multipliers:
supply:
essentials: s = 1+ 0.075(x - 5)
industrials: s = 1+ 0.4(ln(x+1) - ln6)
luxuries: s = 1+ 0.6 (arctan (x-4) - arctan1)
demand:
essentials: d = 1+ 0.025(x-5)^2
industrials: d = 1+ 0.1(x-5)
luxuries: d = 1+ 0.02(x-6)^3
(graphs below provided generously by orost)
where a planet's final production is its initial production times s as a function of x (stability from 0 to 10) and final demand is its initial demand times d as a function of x
this means that at stability 10, for example, a planet will demand 128% more luxuries, 62.5% more essential goods, and 50% more industrial goods. It will also supply 37.5% more industrial goods, 31% more luxuries, and 24.2% more industrial goods. commodity prices can then shift based on those numbers.
heading out right now but I will go deeper into the advantages of this system when I get home
EDIT: right... ahem... thanks orost for the graphs. Basically from there, you can see that all markets produce at their baseline capacity at stability 5 (multiplier = 1) and will, for example, stop producing luxury items almost completely at stability 3. Below I briefly discuss the main properties of this system:
- A natural, stable economy. Since (generally speaking) higher stability => higher demand and vice versa, and since demands being met and stockpiles being built up naturally increases stability (I believe this is the current state of affairs), markets will trend towards an equilibrium without outside influence. This gives markets a good baseline stability which we can then edit with various properties (region capital, military base, etc.) The only case where this system is unstable is...
- Food shortages! Or in this case, essential goods shortages. This is by design as it, in addition to certain events (interception of essential good trading fleets, etc) allows disasters to organically occur. As essential goods supply decreases, the market demands more essential goods and simultaneously produces less, compounding the issue. This creates what is essentially the 0.7.2 version of the food shortage without artificially influencing the price and will not return to stability until an outside force is brought together to relieve it.
- Not a current concern, but I believe this is something alex intends to work on at some point in the future: insurgency, revolution, and decivilization. As hand weapons and organs are essential goods, demand for them will naturally increase in a time of crisis. While in most cases demand of goods being met increases stability, these two goods are different as they're contrabands for the most part. This allows the player (or other nefarious parties) to fuel the crisis and make a neat profit (from local warlords) by smuggling those in instead of organizing relief like a good samaritan . Now THAT is what I call "meaningful choices" in the economic model (something alex strives for, according to the game's faq).
In conclusion. This seems to be a really simple change code-wise (take whatever function that generates commodities, multiply it by whatever function that commodity uses, give output) for a huge gain. I hope alex at least deigns to play around with it a little bit.