Price, supply and demand.....

Ideas how the game could be improved and suggestions for subsequent versions of the game. (this is just a space for ideas! We can't guarantee suggestions will be implemented!)

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Guest

Price, supply and demand.....

Post by Guest » 25.07.2007, 07:35

i think number of demand should be decreased half or more.

and the idea of the prices and the demand is completely against the real world.
Example : bed and chairs.
the prices of these should be go up because of the high demand.


1. high demand - then the prices will be increased.
2. average demand - price constant
3. supply over demand - price decrease

this will help every product working. now some products are left alone. but there should be the limit for the highest and lowest price and make the limit change as time goes by.

Influence on big player.
Big players will not move complete to the new market as they already established their one. if they move, that will be only a small one.

Influence on small players.
Small player will get the chance of choosing the new business when they start off, not needed to follow the big players playing.

Every slot of the product will be work with this type.


i don't know or don't want to think more about the advantages and disadvantages.

so, any suggestions form any of you about the advantages and disadvantages? so, i can get more knowledge. :D

Guest

Post by Guest » 23.08.2007, 22:04

+1 on that, I think that supply&demand should have a big effect on how quickly the goods sell in the shops.

Guest

Post by Guest » 23.08.2007, 23:48

So what you are saying is that you want your retail buildings to sell for less causing a corresponding decrease in prices people are willing to pay for materials? How does that help anyone?

My company is still very small. My first successful business was coal, which then morphed into steel. Several weeks ago i noticed that the prices big companies were paying for wardrobes was rising quickly so i built some plantations and a joinery. Without rising prices i could not have done that successfully, i would still be making steel.

When the NPCs pay more for end products EVERYONE along the supply chain benefits. Changing the code to reduce NPC demand would be a disaster for alot of businesses.

Guest

Post by Guest » 24.08.2007, 10:50

If you read the posts AND monitor the stats you will quickly realize that the supply is much lower than demand and therefore the prices would be rising, not falling

Guest

Post by Guest » 24.08.2007, 10:55

Remember this quote?
1. high demand - then the prices will be increased.
2. average demand - price constant
3. supply over demand - price decrease

Situation now: demand > supply = high price
Situation after cutting on demand (compared to the current price):
demand > supply = still high price, but prolly lower
demand = supply = prices go down
demand < supply = prices go down

SO: bad idea


Grtz

Guest

Post by Guest » 24.08.2007, 11:09

I think we speak of different things :) My point is that the demand should be affecting prices, take for example sausages - no one is selling them because they simply dont sell. But if the supply&demand thingy would affect the rate at which sausages sell in the stores, or their price, if you want, certainly more people would decide to sell sausages instead of, say, chickens.
Another thing, demand is waaaaaay higher than supply except for gas where supply is about 1/2 of the demand. So if we cut the demand, people would stop producing gas and rather make something else. This would, in my opinion, make the game much more interesting.

Guest

Post by Guest » 24.08.2007, 11:26

I think no-one is selling sausages in stores because that is the contest product this week!!

Guest

Post by Guest » 24.08.2007, 11:28

ok then another example - sugar or wool :roll:

Guest

Post by Guest » 24.08.2007, 13:05

GREED inc. wrote:+1 on that, I think that supply&demand should have a big effect on how quickly the goods sell in the shops.
agreed.

currently, location of shop have a big effect, not supply and demand stats. :?

that's why i build my car dealer at Mauritania last time.
because i see demand stats at Mauritania is higher than Germany, so i thought i will sell cars faster at Mauritania but i was so wrong :evil:

i think there's no point we have demand and supply stats if demand and supply stats have no effect on how quickly the goods sell in the shops.

Guest

Post by Guest » 24.08.2007, 14:08

Supply and demand affects things , but not how it should , when supply is higher than demand , you'll sea that it will take AGES in your store before something sells .
Ex : It takes 24 hours to sell X at Y price
Suly> demand : i will take 240 hours .

I know that cuz on a point , thedemand for golden watches as lower than supply and i saw that effect .

But still it should hav more inpact

Guest

Post by Guest » 24.08.2007, 22:32

I'll second that too... If some branches are abandonned, it's not because people don't like to produce this or that, it's really because they don't make enough money. With the suggestion above, branches really abandonned, would progressively yield higher and higher and higher profit, until they eventually yielded enough of it to catch some players interest (and then eventually get stable).

At this point, there are a few branches that gather most of the player base, because they yield the most profits, not by a few kapis, not even because they require more transformation and materials than this or that other product, but just because those very few products are yielding profits (and ROI) very unbalanced with the rest of the "random" products out there. I mean, if we just take all the people in the Leather Jackets, Gas, and Wardrobes buisness, how much of the player base does that already include ? Maybe the issue "feels" worse than it really is, and those 3 products have just as many people in it than 3 other random products. But I feel that if the profit to be made was goverened by supply and demand (rather than by a handful of products being unexplainably tons more profitable than most others), the game would benefit from more diversity, and ultimately, more fun =)

For pure realism parallel, I think that if in the real world, every teddy bear company just stoped manufacturing teddy bears because they're not as profitable as leather jackets, the demand would definitely rise, and parents would certainly be ready to pay a fortune so their babies could play in their crib with a plushie in their hands, rather than have them burried in said crib under the blankets and a big 300kg toy wardrobe, or a toy leather jacket 20 sizes too big :roll: (yeah, I know, they'll eventually grow into it, but still???)

The supply and demand already affect the game. But so far, it's only when supply > demand.. Then it takes forever to sell your stuff, and it's a nightmare for people who built an empire in this or that branch, to feed all their heavy production to the stores behind. Understandably, it's really not fun, and maybe that's why many people have a "negative idea" of supply and demand affecting the game. It's because so far, it really only affects it in a negative way. I think there's room for positive impact too, and I also think that a good spot for that positive impact would be in the abandonned branches. Maybe not word for word exactly what was suggested above, if "as is" it would cause a cataclysm in the current economy and investments in place, but something along that general vein, to make some product branches viable and desirable to turn to, if they have been an underexploited niche for so and so much time.
Last edited by Guest on 24.08.2007, 22:57, edited 1 time in total.

Guest

Post by Guest » 24.08.2007, 22:47

^^ IDEM

Guest

Post by Guest » 25.08.2007, 08:50

THAT was a good explanation :)

Guest

Post by Guest » 25.08.2007, 09:03

Soul Systems wrote:parents would certainly be ready to pay a fortune so their babies could play in their crib with a plushie in their hands, rather than have them burried in said crib under the blankets and a big 300kg toy wardrobe, or a toy leather jacket 20 sizes too big (yeah, I know, they'll eventually grow into it, but still???)
Who says the leather jacket has to be too big?

Image

8)

If you want to talk ideal, it would be great to tie in related industries. For example, if no one is buying cars and motorcycles, then the demand for gas would go down. Or deal with subsitute goods, where demand for beef, pork, and lamb would all come from the same pool and more supply in one would reduce the demand for the others.

Guest

Post by Guest » 25.08.2007, 09:54

Who says the leather jacket has to be too big?
Knolls

Lol =) That's a cute piccie. I'm not convinced the kid is having as much fun wearing the jacket as the parents are from watching him wear it :wink: But certainly, it fits just fine !

-----
If you want to talk ideal, it would be great to tie in related industries. For example, if no one is buying cars and motorcycles, then the demand for gas would go down. Or deal with subsitute goods, where demand for beef, pork, and lamb would all come from the same pool and more supply in one would reduce the demand for the others.
Knolls

Yes, along the same vein, I figure that if there was a worldwide textile shortage, real life companies could address the issue by using wool (or hemp :wink: ) instead. I'm not neccesarly for realism at all costs, or realism just for the heck of realism. Typically, games making this or that more and more realistic are just adding layer after layer of code and game mechanics, and after a while like that, it eventually takes the most analytic and determined players to understand all the resulting interactions, and elaborate a strategy from there.
However, where there is an issue, and a new feature is to address it, I think it's good practice to try and have the feature going in the general direction of realism -or at least, of strong coherence with the rest of the game's own universe-, rather than running in the opposite direction. I'm not sure about car sales going down or being stagnant, negatively impacting the gas demand. Because you could imagine people just using their old cars (and amusingly, probably needing more gas to drive these heavy steel oldies around, than to run a brand new, lightweight composite, modern injection technology -maybe even hybrid- gas efficient car). In practice though, it might encourage new companies to go elsewhere than in the gas buisness, or older companies to diversify more and deal a bit in cars to support their gas sales, which I personaly see as a good thing.

On the paper, and for realism purposes, I definitely like how you suggest to tie the food industries together, and consider that if people are hungry, there is a demand for "food", whatever food is available, really. But in practice, I feel that would precisely go against the whole deal for diversity I was elaborating upon above. If producing one good can satrisfy the demand for others, soon everyone would just be producing one or two products, and satisfying all other demands with it. It wouldn't encourage people to go into niche products as the demand and potential profits raised, because it wouldn't even raise the demand in the first place.
Also, as much as I think that a global food shortage would get people ready to eat just about anything, I believe as well that after 2 weeks of eating just pasta (or sausages), people would like to also have a bit variety. Then the demand for other food products would raise, rather than tend to be satisfied just because they're not hungry anymore. On the contrary, when they're not starving, people can get very picky, you know :wink:

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