Yes, the value is whatever the market will bear, but the thing is, supply and demand is not something we humans follow in making our civilization, supply and demand is a way of explaining how we already behaved, which more-or-less fits our behavior patterns. Our actions created it, but now we're talking about making it create the actions and thinking patterns of simulated shoppers.
:3 Well put.
I believe the best way to go about this is to take the reverse route as much as possible, i.e. model the behaviors of the individuals and from this have the phenomena of supply and demand emerge. Allow me to emphasize
as much as possible, since I think it will be impossible to model each and every individual entity's behavior in a given DF world and their contribution to everything... so some sort of larger scale approximation of how larger social units/groups/whatever behave and influence the perception of value on the individual scale of dwarves in your fort would inevitably be needed. I'll get to that...
In
this thread me and some others have been discussing sort of how to go about this. There are some ideas I really want to get back to and offer some concrete idea of how to model it, as in how it would look like and be in game.
One thing I would like to suggest is making value more than simply how many arbitrary dorfbux something is worth as a trade good. I think "value" should be a bit more nuanced than that. Instead of value referring to the explicit numerical value of an object in arbitrary units, I suggest value be looked more at as the value of making a particular decision, as in the decision of trading X amount of cows for Y amount of *microcline mugs*, or the decision of attending a party Urist McLazyass is putting on vs. doing a mandated construction job. You could still have "value" in the sense talked about before in this, with the going price of something in a particular currency (like dorfbux or gold coins or whatever) being the average amount of dorfbux/coins/whatever most average Urists would agree to part with for it in any situation***. So, it would be the average "value" of the trade decision more than simply the price of the object in question itself.
I hope I make sense.
***this could be something either calculated behind the scenes and reported to the player directly, or could be determined by someone in game (an economist dwarf anyone?) who would report their findings to you (which could be inaccurate or accurate!) ...just brain farting here...***
So, how to model this idea of value... in the thread I linked earlier, I suggested looking at all facets of what would influence value. I had some categories of value I threw out there to get the ball rolling. This idea could really use some more discussion and development. The categories I threw out were:
Sentimental
Utility/situational
Quality
Cultural/societal
... other motivating factors ...
A somewhat poorly thought out example of how this might play out that represents sort of what I am trying to get at:
Urist is hungry. His hunger somehow influences some "value" variable in some process (in the code) that pushes the "value" value or seeking food over value of doing other things.
Any edible object that is within view (or memory) of Urist is assessed for its general desirability (influenced by personal preferences (palatability), cultural norms, etc.).
Urist sees a Plump helmet, a lavish prepared meal of his favorite ingredient (deer meat), a sweet pod, and a moldy piece of bread.
Next, Urist assesses who owns each item.
Plump helmet: owned by an acquaintance
Lavish meal: owned by a person who hates him
Sweet pod: owned by a friend
Moldy piece of bread: owned by himself
Next, each owner is assessed for whether or not interacting with them is a good idea (social standing, distance, fear, etc.).
Next, an idea of what general prices would have to be paid is assessed (which could be influenced by social standing between the two... perhaps this could be telepathically determined for simplicity as if each had sat down and made their conditions for trade clear... this would remove having to meet with everyone individually).
Plump helmet = will trade for 2 -microcline mugs-
Lavish meal = will trade for first born or a ridiculous sum of money or something
Sweet pod = will give for free depending on social standing, outstanding debts, whatever; will trade for 1 -microcline mug-
Moldy piece of bread = free
Next, Urist decides if trading, begging, or stealing is the best way to go about things (punishment vs. reward, fear, cultural norms, available resources, personal ethics); what consequences other than getting food and losing traded resource...
Plump helmet = trading: increase in standing, loss of last 2 -microcline mugs-, one of which is needed for a mandate (which would bring its own consequences!); begging: possible decrease in standing; stealing: possible decrease in standing, punishment, guilt (goes against ethics)
Lavish meal= trading: possible increase in standing; begging: possible decrease in standing, increase in owner's spiteful happiness, loss of standing with others maybe; stealing: could get caught (depends on some other factors...), punishment undesirable (i.e. head smashed in), loss of standing, increase in happiness from stealing from enemy
Sweet pod = trading: increase in standing; begging: possible decrease in standing (unlikely); stealing: possible decrease in standing, guilt (goes against ethics)
Moldy bread = trading: wouldn't really be a trade, but would be free!; begging, stealing: N/A
All of these steps generate a series of possible decisions to make, each with a calculated value. The decision with the highest value is the one that is executed.
In addition to the consequences listed earlier for each decision, each decision could be modified by things like distance to make trade (inconvenience) and perhaps other things.
In this case, Urist decides to trade for the sweet pod.
The above example hopefully isn't too complicated... and it does have a whole assload of interdependencies that I am not sure are feasible to account for with current computing power... but they might be. And I am not formally educated in matters of psychology, so I might be positing a very incorrect model of decision making. I dunno.
Anyway...
The way I'd see it, there would be some arbitrary behind-the-scenes "value" unit for the underlying math that governs the decision making process modeled... but yeah. Ideally, I'd like to see a value system that takes things into account like peer pressure (cultural and social norms included), urgency and utility, fear of punishment, immediate pleasure, and stuff, and from this have value procedurally emerge. And this value system would not only work for trade matters on the individual level but could be co-opted for all value judgements (maybe not pathfinding, though). Check out the thread I linked and the spoilered example for more info.
Ideally, this would be modeled for everyone individually. For the fort, maaaaybe this is feasible. For things outside the fort, not so much. Larger social entities (villages, cities, armies, whatever) could be treated as individuals in these cases and I think it would still work. The same underlying factors would still apply, but would be sort of averaged out in the process, reflecting the general psychology and motivations of the social entity. I'm going to think this through some more and come up with a concrete system hopefully.
Government could stem from this, but that is probably beyond the scope of the present discussion, though it has a huge bearing on economics and the like. I will get into that later.