Core Mechanic: Commodities - renner001/SettledIn GitHub Wiki

Commodities are Consumables for Pawns that can also be traded for new resources they are built out of.

It represents the transformation of a settlement from early stage (resource producers) to late stage (commodity producers). It allows for colonies to transform completely and drop resource production.

Pawns consume commodities, therefore larger settlements consume more and faster. Benefit for larger colonies.

Silver -trade-> Plant matter -work-> Snacks-consumption-> more Silver (+ Heurekas)

Options: Add a second resource to go to information society. resource producers --> commodity producers --> creative jobs

Option: Introduce stress levels: go up when producing commodities and removed by consuming commodities

Changes required:

  • Commodity item
  • bill to produce commodity
    • from plants
    • from materials
    • ...
  • Commodity need?
  • Commodity consumption worker

#Commodity Scaling Goal: One pawn producting commodities should produce enough for 4 people with maxed out consumption -> 25% of pawns in a industrial era settlement produce commoditioes for the colony. maxed out consumptions should not be reached easily, as that produces 1600 silver per day and per pawn. Assumption: 6 hours of pure work in late game colony

Thought experiment of work load distribution late game (we do everything ourself): 35% pawn time raw resource gathering for commodities 25% pawn time commodity production

Assumption: 1 commodity restores 5% need Assumption: 1% need drops per ingame hour when maxed out. -> 1 commodity per 5 hours and pawn needed Assumption: 0.1% drops per ingame hour min.

dropped need per producing pawn per day = 4 pawns * 24 hours = 96 need points -> ~20 commodities per day per producing pawn 20 commodities per 6 hours of work -> ~20 minutes per commodity

###Price thoughts Goal: Buying raw resources, producing and selling commodities should be more valuable than selling raw goods buying resources (input_buy_price) --> raw resources --> commodity --> selling

earning - input_buy_price > 1.3 (=factor) * raw produce worth/hour 1 commodity = 20 minutes of work buy_price = 1.4 * market_value_resources sell_price = 0.6 * market_value_commodities * sell_price_multiplier (0.7 weapons to 1.1 art)? ~ 0.3 * market_value_commodities

(sell_price - buy_price)/commodities per hour= value per hour Scaling should be in line with other money making strategies, e.g. currently around 160 silver / work hour for crops. Assumption: 200 silver per hour work -> 3 commodities per hour means 70 silver per commodity + buy_prices_resources.

Assumption: expensive input goods for commodity bills are around 200 Silver buy price. We can get flexibility with assuming all recipes have roughly a buy price on the resources of 500 silver per bill.

Assumption one recipe produces 3 commodities to have a production time of 1 hour. 500 * 1.4 market price input -1 hour-> (210 silver (bonus) + 500 Silver) / 3 / 0.7 commodity price per piece recipe input should be 500 * 1.4 market price input -> 700 silver real buy costs recipe output will be 3 commodities. they must earn when sold 700 / 0.7 + 210 silver = 1210 silver. -> 400 silver each commodity market value.

500 silver market value in 1 hour production time 3 commodities out market value per commodity 400 silver / 1200 out from 500 in.

Daily consumption per pawn should not exceed 100 silver. Pawns daily consume 5 commodities. Gain from commodities should be < 20 silver?

###Recipes Plant Matter to Commodities? Materials to Commodities?