You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
Uh oh!
There was an error while loading. Please reload this page.
-
Initial Economy Prototype
For the first iteration we should keep the system simple and limit it to a few commodities — for example ores and ingots.
1. Regional Traders
Add regional traders to the 7 major cities.
These traders represent the regional market supply and will maintain large stockpiles (for example: 1000 iron ingots, 1000 gold ingots, etc.).
Important characteristics:
2. Global Supply → Dynamic Price
We compute the global supply of each commodity by summing the inventories of all regional traders.
From that supply we calculate a market price.
Implementation idea:
SKSE Papyrus Form.SetGoldValue()This means:
Pros:
Cons:
3. Market Manipulation Problem
Example scenario:
This is essentially commodity speculation, which mirrors real markets.
However, without safeguards the player could exploit it too easily.
4. Anti-Exploit Mechanisms
Price Smoothing
Prices should not react instantly.
Instead:
This prevents immediate arbitrage and forces the player to wait for market movement.
Production (Miners)
NPCs must generate new supply.
Example:
Effect:
Supply slowly replenishes and pushes prices down.
5. Emergent Gameplay
If the player wants to corner the iron market, must:
Possible strategy:
Because miners feed 7 different cities, the player would need to disrupt multiple locations.
Since price changes are smoothed, the player would have to continuously prevent new supply while waiting for the price to rise.
This creates a dynamic economic conflict instead of a simple exploit.
Example Simulation
Using Skyrim trading formulas (on a 24 lvl character with some modifiers)
Initial conditions:
Step 1 — Player Buys All Supply
Player purchases all 700 ingots. (7 gold is base value, player will buy for about 21 gold)
Cost:
Note: in practice this is difficult because price recalculations could occur while the player travels between cities.
Step 2 — Price Recalculation
If supply drops to 0, the theoretical price spike could reach ~497 gold.
Selling all ingots at that value (497 is the base value, player is gonna sell for about 167 each):
Which would create extreme profits.
Step 3 — Production During Waiting
To prevent this, the system injects new supply.
Example rule:
After one cycle:
Now supply is 7 instead of 0, which dramatically lowers the price.
Example result:
Player sells:
Profit:
Still profitable, but far less extreme.
Step 4 — Additional Production
While the player waits, miners may sell additional ingots.
Example:
Supply increases again, pushing price down further. (applying formulas, to a 61 base value)
Example price:
Selling all stock:
Profit becomes 0.
6. Consumers
We also need consumers to remove items from the system.
Otherwise supply will eventually overflow.
Possible consumers:
These NPCs would periodically buy ingots from regional traders, reducing supply and stabilizing the market.
Current State of the System
At this point we would have a functional economic loop:
However, the system is still global.
This means the player is encouraged to manipulate production and consumption, but not trade routes.
To encourage regional trading, the next step would be to introduce:
Beta Was this translation helpful? Give feedback.
All reactions