Avorion

Avorion

[2.5.2+] Xavorion: eXtended Avorion
SquidCell Jun 30, 2023 @ 11:17pm
Moar Economy
I really love dynamic economies. I'm not sure how the Avorion economy works, so this may not be possible. Also, it's been a while since I played, but:

From my understanding, there are basically two types of stations:

* stations that produce something from nothing (possibly augmented if they have some inputs).
* stations that produce something from something (no inputs = no production).

Now, if a regional baseline price could be established every once in a while for any given item on any given station (possibly triggered extra by player interaction), then we can do some cool stuff.

Let's say that the regional baseline is found by:

* considering all stations within effective trading range carrying this product
* reduce weight the further the other station is
* reduce weight if the station is in enemy territory
* reduce weight if the station is this station
* baseline is the weighted average of these prices

Now - with that baseline, stations could do the following:
* increase/decrease input buy and output sell price from baseline based on inventory and capacity - but this should have a soft or hard limit.
* for optional inputs, calculate a max useful price for inputs. Use any inputs that increase value.
* for required inputs, set the minimum output price to at least 5% (or whatever) above cost of all inputs.



This is nice, because:
* price dependency on raw materials is simulated - if oil is the choke point, oil becomes lucrative, and the cost of everything that depends on it goes up. Same thing if an optional input becomes too expensive, but to lesser degree.
* glut at one station causes the station to reduce their price - causing the regional baseline to shift down.
* excessive inventories significantly impact regional costs, but can average out
* different factions, particularly if they are enemies, can have significantly different economies, based on what raw resources they can produce - even if technically in trading range.


Again - no idea if this of feasible or even interesting, but thanks for reading.
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LM13  [developer] Jul 1, 2023 @ 4:28am 
Something like this was part of initial concept - to add more dynamic, simulated economies that do change based on goods and trades in sectors around.

I had to abandond the idea, it is too complicated to pull off in Avorion.
Full simulation that is, but game does a good job already at calculating regional prices.

What was left from my attempt are types of economies, resources, and stock price changes.
And, some pieces of code that were used to test "simulated" stuff.
SquidCell Jul 27, 2023 @ 4:37pm 
Cool.. ..thanks for giving it your consideration, but yeah -- makes sense that it could be too complex, particularly when facing someone else's API that wasn't designed for that.

Anyways, XAvorion is still awesome.
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