Quasimorph

Quasimorph

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Stable Long Term Economy
   
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11 月 22 日 下午 11:10
12 月 6 日 上午 2:58
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Stable Long Term Economy

描述
Quasimorph naturally have either all item price crash or all item price rise forever, as demand and supply are mostly static outside of station changing hands to other faction type (and therefore list of produced item). This assumes you to be a not factor, and if you get involved then you can crash market even faster as demand won't increase with you supplying more. Like, if you dumped 500 units of gold into the market from gold dimension, gold price will be ruined semi-permanantly.

This mod put rubberbanding on demanded/excess items, and decrease/increase consumption cycle accordingly. This should prevent consistant long game market crashes which has been common ever since market has been a thing. If you want more explanation, it will be commented below.

To counter slower production leading to lower faction growth overall, I have added power/tech gain multiplier on menu. Current defaulting at 300% power/500% tech multiplier to match vanilla pace of tech/power advancement.(this mod still has lower cap than that of vanilla)



How much market-correcting rubberbending force you are applying can be configured on MCM menu, but not really recommending you to touch those if you don't know what you are doing.

Need to restart the game after MCM config setup for mode change to take effect

If your market has already crashed and installed this mod to recover, This mod take time to clean up all the excess stocks that caused the crash. increase Price Ratio Maximum % if you are in this category to make recovery faster.

Notes Below is detailed explanation on how vanilla market work. Ignore that if you are not interested. Github link will be at the very bottom once I upload it.

How Market works vanilla ingame afaik:
Vanilla game have station with semi-constant item consumption rate (depending on population and etc), which produces items in the same rate. This means there is a cap on consumption rate for each and every item. Depending on production cycle, Each item will have either excess production globally or deficit production globally.

Now, Vanilla game periodical set average price by averaging price of an item from each station. Each station determines the price by how much excess/demanded stock they have.
Putting 1+1 together. For each item, # of global stock is determined to be either increase or decrease naturally due to production cycle. And excess from production drives down item price. There is no mechanic to clear up excess stock, and therefore item price will continue to go down forever if item stock is on global excess, or continue to go up if item stock is on global demand.

This also makes item where # of supply is exactly same as # of demand fragile.
If this item have excess -> [supply is exactly same as demand] -> excess means item price go down -> Repeat from step 1.


This mod does:
[Starting item price] / [Current item price] * Price Adjustment Multiplier % in actual percentage will be set as multiplier on production cycle. To minimum of Price Ratio Minimum % as actual percentage and to maximum of Price Ratio Maximum % as actual percentage.

If this multiplier is greater than 1 (there are excess items), this multiplier will multiply station item consumption, and decrease production cycle time.
If this multiplier is lower than 1 (there are in-demand items),it just increase production cycle time.

Tradable Item minimum price now at 10 in order to prevent rock hard crash.

Updated the station price so rise and fall of item price dirrectly corresponds to station stock and demand. lowest price is 50%, highest price is at 200%.

Since stock per station is now controlled and consumption now pegged to starting item price, there are no hard crashes. Rubberbending, how does it work?

Factional power balance: After playing with this mod for 3 ingame years, I have discovered that per month production value of each station differ between each station by a lot due to items in demand and fundamental equilibrium established by each item. i.e Some station naturally produce a lot because there are more components in the game. This makes some station produce a lot more. Some station, lot less. This will make faction power very imbalanced.

More importantly. This made most items in demand, slowing down the most factional power growth. Putting those two factors togather, current ingame simulation show that highest faction softcap at about 9k power. lowest at 2k.
For reference. Vanilla endgame faction softcap is around 40k on highest faction. 20k on lowest.
Use edit diffiuclty mod (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3481086587) and increase faction growth for higher powr option.



Changelog:

v1.3:
Tech gain type error, which has been fixed.

v1.2:
To counter slower production leading to lower faction growth overall, I have added power/tech gain multiplier on menu. Current defaulting at 300% power/500% tech multiplier to match vanilla pace of tech/power advancement.

v1.11:
Changed default setting value.
Price Ratio Minimum % of 15
Price Ratio Maximum % of 1000
Price Adjustment Multiplier % of 100

v1.1:
It now actually works. And few other changes.


This mod is now on github:
https://github.com/LordofNotCommitting/FixEconomy
7 条留言
Traveler  [作者] 12 月 1 日 下午 6:59 
v1.2:
As it turned out. Due to global economy stifling due to increased demand (compared to vanilla). It lead to slower faction growth and lower power/tech growth. So I have added power/tech multiplier to make both up to par to vanilla level. of course, this can be configured.
Spartan007 12 月 1 日 下午 6:09 
Ok thank you I apperiacte you taken the time to respond.
Traveler  [作者] 12 月 1 日 下午 5:38 
Since I do not know how that mod function I can't comment on it. But current configuration of this mod put faction power on control anyway - more than they would for vanilla game.
Spartan007 12 月 1 日 下午 4:16 
Do think this mod and faction growth mod should be used together? Feel like it might make the curve better. As of now least for me(Im a noob) but, feels like I get punished for tryin to upgrade ship as the quest start getting into PL 1k and up quickly.
Traveler  [作者] 11 月 23 日 上午 8:04 
I have re-tested even more and changed the default setting. If you downloaded this mod prior to before this comment has been posted. current recommendation is:
Price Ratio Minimum % of 15
Price Ratio Maximum % of 1000
Price Adjustment Multiplier % of 100
Traveler  [作者] 11 月 23 日 上午 7:26 
updated to v1.1 where it not works opposed to not working before. also tested it on vanilla 15 year old save where economy kicked the bucket to see if the mod can resurrect it. It can.
Traveler  [作者] 11 月 23 日 上午 4:32 
Ok, I tried this, and once economy does crash. this mod can't salvage it. or not fast enough. I am currently looking into this.