Wednesday, August 15, 2018

SKM Development: The Market. The Invisible Hand Gonna Smack You Down




Previously, I stated there’d be a limitations on available purchases, by establishing a market.

This has a few immediate concerns.
Firstly, How do we determine what the market has available.
Secondly, How do we avoid having players who see the turn post first from having an unfair advantage and draining the market?

The second one is important because the kingdom game is essentially run by mail. It’s over a discord, but everyone of the players is kept in the dark from the other players.

Now, in a normal world, markets would run on the basis of demand. So if everyone was buying subsistence, subsistence would increase. And we are indeed attempting to increase a scarcity system. We want there to only be a set amount of X Subsistence and Y Resource available for conversion. So let’s address the second part first, the first part is relatively easy.

We could institute a bidding system, but given that the resources and their exchanges are designed expressly (and tightly) this means that if you bidded up, all of a sudden conversion through the market would be disadvantageous. So how do we get to determine who gets first crack?

Dice.

Shrewd & Ministry tests. 1d10+ministry stat +1/2 shrewd to determine who gets the material when the amount of material is in contention.  You might be as clever a wheeler-dealer as Klinger from M*A*S*H, but the guy who genuinely understands logistics and contracts has a major advantage.

Having determined our tie-breaker mechanic, now we turn back to how we define the market. I said previously, we’re going to operate it like a kingdom. That means that it has, for lack of a better term, a workforce, and an allocation requirement between subsistence and resource. However, unlike a kingdom, they have 100% spoilage on both resource and subsistence assets. So each month they have ONLY what they have available that month.

Now, in addition to that, their subsistence assets are augmented by everyone’s spoilage. So again we have the ‘benefit’ that the market’s value can only be determined after all players have allocated their workforces.  

The market’s population/fam value was difficult to figure at first, but for a given region its equivalent to 25 fams per each active “civilized” kingdom. Civilized kingdoms are the only ones actively involved in the webwork of ‘trade’ so..

Now, for how to define what its resource and feed values are.. See, the market doesn’t feed anybody. So making its subsistence value 2 overestimates available subsistence (it means you’ve always got several hundred subs available from the market), so making it 1 seems more reasonable (especially as they augment with all of the “spoiled” material).

Their resource value is 3. 3 seems to be a recurring number with resource.

Also, the market, ironically, does not ‘optimize’ their supply. At least not at this stage, so we assume they split their families down the middle. Half to resource, half to subs.

So essentially..

Market Subsistence = (((Total fams/2)*1)+spoiled)
Market Resource = ((total/fams/2)*3)


So, in our game currently, we have..

Five PC Kingdoms. Alhaud, Loyalty, Kn’saara, Selu and Kadran.
And
Two NPC Kingdoms: The Cartesian Necropolis, The Thirteen Angry Badgers.

So our total market is 175 pops. So 87 subsistence resource available (we round down) plus spoilage for purchase (plus spoilage) and 261 resource available. The sub value seems low, but remember that every kingdom is contributing spoilage. As is obvious, the resource pool is pretty damn big (commodities are what markets primarily trade in), and the subsistence area is rather cut throat. This is because we don’t want a kingdom to ideally rely entirely on resource or gold conversion to stay alive.  

Also, trade will be allowed between PC kingdoms. Because why not? If players want to collaborate to gain an advantage, that’s what trade is really for.



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