Economy


The commodity prices in Bling Hustle are not well generated.  It would be simple enough to choose prices for the man-made systems, but I need an algorithm to generate reasonable and balanced commodity pricing for the procedurally generated systems.  Current commodities are divided into mining, agriculture, and manufacturing, 


Mining-High demand for mining bots, medium demand for food

water  oxygen  phosphorus  iron

Agriculture-High demand for farm bots, water, and phosphorus, and medium demand for ALHWs

weet  cheese  Tendies  dankcheese

Manufacturing-High demand for iron, medium demand for food

ALHWs (arbitrary left handed widget)  Mine Bots  Farm Bots

A few commodities, including Sweet Juice and Tiny Wizards, will have random supply and demand

Bases have a primary type, and supply ratio between goods of that type (some mines might mostly be iron mines, some mostly oxygen etc).

Bases will also have some weight assigned to define local supply of non-primary industries and goods.

Agriculture planets/stations will sometimes have high local supply of water, oxygen, and/or phosphorus, reducing the demand for those goods but reducing their sell price for agro products

Manufacturing planets/stations will sometimes have high local supply of iron, reducing demand for those goods but reducing their sell price for manufactured products.

All of these considerations need to be moderated by supply from nearby sources.   If a station producing mining bots is close to a station producing mined goods,  the profit margin per trip should be lower than if the mining station were far away from any supply of mining bots.  The current algorithm over-homogenizes the prices, leaving little or no room for profit.    I'm looking for a proven methodology for this to replace my ad-hoc technique for simulating supply and demand.

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