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Author Topic: Economy Suggestions for the next release  (Read 705 times)

Ancient_Sleeping_Dude_Rei

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Economy Suggestions for the next release
« on: April 11, 2007, 02:07:00 pm »

These are just tiny placeholder changes until a real economy engine goes in. Supply and demand and all that.

Rent: Basically, it checks the value of all your bedrooms. If you have say 100 bedrooms at standard quality, and 100 at say Fine quality, the difference in rent shouldn't be that high. You can easily outmatch any demand of bedrooms with a supply like that, so the prices would be quite low, like only 100 for the standard quality, and 300 for the fine, compared to the 250+ for the standards and 1000+ for the fine at the current rents. Also, having cheap higher quality rooms would allow mega-cheap peasant quarters at like 10-20 rent.

Later in the game it's nigh impossible to make low quality furniture for rooms, because your craftsmen are too skilled. So either you have to skip the quality, have sadder dwarves and slower production by making an unskilled guy a new craftsmen, or suffer having half your pop living in the barracks.

Clothing: It doesn't check the quality, the material, what encrustments/images it might have or nothing. Just the value. So if you have a large supply of expensive dyed silk gloves made from high grade cloth, those would cost a gazillion. Since you are likely to have a large supply of those, the price would be greatly lowered, making clothes affordable for lower grade dwarves. It only checks the fortress owned/store owned items though, not the privately/noble owned ones.

However, don't make it so high demand and low supply raises the prices, that should wait until a full economy is implemented, and other options as being able to select specific levels of crafting and such.

As it is now items can become cheaper if you seem to have alot of them, but it doesn't take into account the extreme quality of the items. If a glove costing 500 is cut by 50% to 250 in price, it's still a wickedly expensive glove, and the dwarf in question would need to buy a pair, and also an entire set of other clothing as well. Meaning he will either have to skip paying rent, or not eat for a year.

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herrbdog

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Re: Economy Suggestions for the next release
« Reply #1 on: April 11, 2007, 02:35:00 pm »

I 'drafted' two peasants (actually, wrestlers) to be masons, just to make low quality furniture for my peasant dwarfs' rooms. One is already too skilled now as he is churning out better pieces now. I think I need to get a dwarf with a head injury so he won't learn and improve...
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Baro

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Re: Economy Suggestions for the next release
« Reply #2 on: April 11, 2007, 03:03:00 pm »

I've only ever gotten to the economy once or twice, but all I noticed is that everyone was unhappy and sleeping in the streets and my book keeper kept demanding coins.  I love the idea of it, but unless we can set and tweek prices our selves its absolutely useless since it seems to be based around an "absolute" price for everything.

Everything is only worth what its purchaser is willing to pay.

If we could set wages for jobs absolute prices would be ok.  If we could set prices for goods and rent, absolute wages would be ok.  But neither just makes everyone homeless and grumpy.

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Pesty13480

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Re: Economy Suggestions for the next release
« Reply #3 on: April 11, 2007, 07:05:00 pm »

I've implemented a technique to minimize the problem, but it's not very good and a bit of a pain in the ass. The secret is to make the bulk of the rooms no more than 1 tile in size, with a door to block out noise (set the size of the bedroom to be that bed's tile only). The room will rent for something stupidly low, 10-30, and allow your dwarves to accumulate money.

Now build a dozen really great rooms, with full furniture and goodness. The rent will be something stupidly high, but that's what you're aiming for.

Your dwarves will save up their money from paying so little in general that they will move into the deluxe suites until they bankrupt themselves. They then get evicted and move back to the cheap rooms and start the process again.

That's the best you can do to keep the money moving through your economy but yeah, putting coffers and cabinets in rooms and what not will price them out of the average dwarf's range pretty quickly.

Another half-assed solution is to build nice little rooms and plunk a coffin down in it, draw some squares around it, and assign that coffin. At least that way they have somewhere  to put their stuff so there's less clogging going around. Haven't tried to put a cabinet in their coffin room but hey, worth a shot.

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Pesty13480

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Re: Economy Suggestions for the next release
« Reply #4 on: April 11, 2007, 07:06:00 pm »

Come to think of it, a quick and dirty solution could be for Toady to implement a "pay" dwarves button. Give them a bonus every month, let's say. If you give each dwarf 1000 they could afford their rooms and you get the money back when they pay their rent so you can do it again.

Beyond that, there's nothing that can be done until the economy is better balanced and that's not coming for a while.

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RPB

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Re: Economy Suggestions for the next release
« Reply #5 on: April 12, 2007, 12:21:00 am »

It all comes down to hauling. Dwarves get paid 1 cent for each haul job no matter how important or time-consuming it is. A dwarf set to do jobs on repeat all the time without stopping to haul stuff across the fortress is going to make hundreds and hundreds of coins a season, so affording a nice room isn't any problem at all.

Increase the pay for hauling jobs to 10 or 20, and presto, economy solved.

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Fieari

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Re: Economy Suggestions for the next release
« Reply #6 on: April 12, 2007, 02:21:00 pm »

Hauling needs to be a union job.  Homeless haulers sucks.

What if hauling was 1 cent per X number of squares traveled?  1 for 10 squares sounds reasonable to me.  Hopefully not enough to make haulers rich, but enough to let them have a bed, hopefully.

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Xeirxes

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Re: Economy Suggestions for the next release
« Reply #7 on: April 12, 2007, 04:26:00 pm »

Hauling jobs should be paid by the length of the job and how important it is. Moving trade goods to the post is important, so it would probably be a better job; moving trade goods all the way across the fortress, even moreso. A simple rock moving job might not be much, but even that ought to be good pay if it goes across the fortress.
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Baro

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Re: Economy Suggestions for the next release
« Reply #8 on: April 12, 2007, 04:54:00 pm »

The economy should be totally flexible, nothing set.  Maybe in my fortress masterwork masonry products are a dime a dozen, but good haulers are worth their weight in gold.

I wish we could still be rather communistic or at least socialist but still have the eocnomy.  I'd love to run a fortress where food and housing was provided by the state, and everyone earned a little extra money to buy luxuries and such.  Come on toady, let us live our our pinko-dwarfen dreams.

[ April 12, 2007: Message edited by: Baro ]

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Xeirxes

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Re: Economy Suggestions for the next release
« Reply #9 on: April 12, 2007, 11:42:00 pm »

I think that as soon as Toady has time to focus on it, he *should* allow us to change the government structure. Perhaps it would be fun if the nobles had some say in it as well. But it might be too complex, that way. I'm not sure.
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