[IDEA] Living Economy

Post » Tue May 22, 2012 8:07 am

I've thought about this before and I think it's a great idea. Good luck!

Dealing with the prices of items, food vs. armor as you mentioned, I wonder if there are any real world examples from history that could be researched to model a game mod on? The small scale and fantasy nature of Skyrim obviously hinder any chance of a good model that would work more like a real simulation, but if we could somehow find a cross section of prices for some old city or town before the 18th century, it would be a cool concept to try out at the very least.

I also wonder about caravans, if you built the mod to actually have real NPCs transport trade goods via wagons in caravans. Would you want this to actually happen and be calculated at clock ticks in the game, and have a chance of running into one if you traveled a trade road, or would you have them all actually make the trade route and carry out the transaction, highwaymen/bandit risks and all? I know this would relate back to the economic zone/security set up and depend upon how safe a certain area is, the state of the civil war, etc. It would obviously effect prices depending on how difficult/safe the trade route is.

Another thing: NPC merchants competing against each other. This is probably getting into unplayable performance issue territory, but theoretically you could make NPC merchants with AI to react and compete against each other pricewise. If you could get away with an NPC wealth system, maybe an NPC who's saved a lot of gold could start his own business (maybe take over a shop after it's vacant because the last merchant went out of business, to get around the adding new buildings problem).

This mod concept could be turned into it's own respective game if you took it far enough. I could ramble on, but I guess the best thing is to come up with a plausible plan of action and wait for the CK.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Tue May 22, 2012 1:15 pm

Economic theories aside, you'll have to think of this in modding terms. It sounds like it would involve a lot of global variables, and a lot of if checks, and they'll all have to be manually coded (since you even mention specific goods/item). It'll take some clever coding to make the process easier, and you might have to wait for a while for script extender to have functions that make this infinitely easier.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Tue May 22, 2012 4:20 pm

Economic theories aside, you'll have to think of this in modding terms. It sounds like it would involve a lot of global variables, and a lot of if checks, and they'll all have to be manually coded (since you even mention specific goods/item). It'll take some clever coding to make the process easier, and you might have to wait for a while for script extender to have functions that make this infinitely easier.

What I'm hearing about the creation kit is that it will have many of the features of the script extenders built in, although I obviously won't know what it has for sure until it's there.

Anyway, it's hardly as though this economic model has to be running checks all the time - they only need to interact with the world on respawning of different cells, and I could basically make a "turn" in the economic model take place only once a day or even once a game week, since the player would never even see any effects until spending at least three days away from that area, anyway. (Plus, if I make it happen Fredas evening, I can pretend that's "payday".)

So even if it's complicated enough to slow the game down, it will be a once-a-game-week hit to performance.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Tue May 22, 2012 8:40 am

What I'm hearing about the creation kit is that it will have many of the features of the script extenders built in, although I obviously won't know what it has for sure until it's there.

Anyway, it's hardly as though this economic model has to be running checks all the time - they only need to interact with the world on respawning of different cells, and I could basically make a "turn" in the economic model take place only once a day or even once a game week, since the player would never even see any effects until spending at least three days away from that area, anyway. (Plus, if I make it happen Fredas evening, I can pretend that's "payday".)

So even if it's complicated enough to slow the game down, it will be a once-a-game-week hit to performance.

Really? That would be cool. Where are you hearing it? (Just to gauge how hopeful I should be :P)

I don't mean just performance-wise, I mean you'd have to basically brute force a lot of variables and 'if' and 'thens', and figure out how to make stuff not conflict or work with each other. If they do come out with functions like "check price of item" or stuff that'll tell you about the nature of the item, that would probably make this a lot easier (or maybe command to tell you how much of something is in a container, which you would think should come pre-packaged, but didn't, in the past, if memory serves). And you'd also need a function to set the price of the item, which could not come prepackaged with CS.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Tue May 22, 2012 5:10 pm

Really? That would be cool. Where are you hearing it? (Just to gauge how hopeful I should be :P)

I don't mean just performance-wise, I mean you'd have to basically brute force a lot of variables and 'if' and 'thens', and figure out how to make stuff not conflict or work with each other. If they do come out with functions like "check price of item" or stuff that'll tell you about the nature of the item, that would probably make this a lot easier (or maybe command to tell you how much of something is in a container, which you would think should come pre-packaged, but didn't, in the past, if memory serves). And you'd also need a function to set the price of the item, which could not come prepackaged with CS.

Oh, it's just that whenever I hear the term "brute force" used in programming, it's generally meant "relying heavily on processor power rather than finding a way to use a more elegant and abstract solution to a problem". I've never really thought of use of "if" statements as "brute force" before. Conditionals are just sort of necessary.

That said, so long as I have the ability to run multiple variables in a single conditional, it shouldn't be so bad. If push comes to shove, I can simply freeze wages in-game, making almost all workers have the same wages.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Tue May 22, 2012 5:32 pm

A brute force solution really means just checking everything until something works. In terms of things like cryptography, this is of course usually very inefficient hence relies heavily on processor power and luck for how quickly it completes.

And the more you know, GI JOE!

Anyway, I vote economy mod yay but I'm not an economy science person type so don't really have much more to add than "yes please :D".
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Tue May 22, 2012 11:23 am

Oh, it's just that whenever I hear the term "brute force" used in programming, it's generally meant "relying heavily on processor power rather than finding a way to use a more elegant and abstract solution to a problem". I've never really thought of use of "if" statements as "brute force" before. Conditionals are just sort of necessary.

That said, so long as I have the ability to run multiple variables in a single conditional, it shouldn't be so bad. If push comes to shove, I can simply freeze wages in-game, making almost all workers have the same wages.

Well in breaking encryption it means trying every single permutation almost manually (although you have the program do it), instead of finding a weakness in the encryption, or the math of it :P I mean you'll have to do a lot of manually inserting various items into statements, if you're forced to consider many individual merchandise, assuming if various functions to check items' nature don't come out. (Cause you were talking about maybe people wouldn't necessary buy beef even though its price was - did you say cheap or expensive? I assumed you would take into consideration what an item is and what price or whatnot)

I hope they will come with the functions to help you with the mod though.

Edit: Ah dang, MorleyDev beat me to the cryptography reference.
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Tue May 22, 2012 7:24 pm

Well, I'm going to try to generally make things fall into different classes of items. Rather than having an "ebony sword" modifier that is different from an "ebony dagger" modifier, I would hope to just make "ebony" modifiers and a more general "weaponry" modifier for the game to track. The more basic trade items (furs, various different foods) will need to have a replacement goods table, however, which I believe I can reduce down to a pair of tables describing relative values, which would need to be made for each economic class of citizen.

If I simply cross-hatch the tables, I could reduce the amount of if-then checks that the computer needs to go through... but I'm certainly not alien to the notion of insane layers of nested if and while loops, especially when I've tried to optimize some inner loops for speed with some tweaks.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Tue May 22, 2012 10:19 am

On immigration, I think this system could handle a monthly influx of immigrants. This number would be based on the total prosperity factor of Skyrim, then once in they would go to where the jobs are. So as the region gets more and more prosperous, more people would come to seek their fortune here. In bad times or during conflict less immigration would happen. A monthly check would allow for consequences to the economy if the laborers are not protected, or if the player goes on a homicidal rampage. The immigration wouldn't be massive, mostly just a number to make cover deaths due to random events.

Dealing with the prices of items, food vs. armor as you mentioned, I wonder if there are any real world examples from history that could be researched to model a game mod on? The small scale and fantasy nature of Skyrim obviously hinder any chance of a good model that would work more like a real simulation, but if we could somehow find a cross section of prices for some old city or town before the 18th century, it would be a cool concept to try out at the very least.


Just found this site http://whitebard.tripod.com/prices.htm Kenneth Hodges(whoever you are, thanks for posting this info :D) has just gone through a few of his personal history books to create a quick snapshot of prices for various goods for the 13th to 16th century. Kinda neat to look through. Here are some data points I pulled from it:
(using the baseline of 1 pence(d) = 1 septim here are some conversions of prices from medieval items to Skyrim)

Knight's horse = 1200 d
Knight's Armor = 3840 d
Prince's armor = 81600 d
Tunic = 36 d
Ale(Medium) = 1 d
Bucket = 6 d
Merchant's house= 12000 d
Earl's Weekly Income 18000-50000d

Granted that the info on the site does cover a wide range of years, the info is pretty interesting. It lists common wages, prices for upkeep, buildings, rent, and more. Also, if I happened to completely screw up the English money conversions, I'm sorry :s
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Tue May 22, 2012 11:23 am

Well, a problem with that is that this mod will necessarily involve a much smaller population than a real medieval fief, having to run a farm that gets in something like weekly or bi-weekly harvests just to be able to fit into the sort of game we are playing. A jarl making 18,000 - 50,000 septims a week in raw revenue through farms when the ale that their brewery makes sells for 1 septim a gallon before even dealing with the purchase of that grain would wind up with truly silly numbers of products having to be produced per-laborer just to make sense.

Odds are, I will just have to eyeball the whole thing to "what seems right".
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Tue May 22, 2012 8:03 pm

Well, a problem with that is that this mod will necessarily involve a much smaller population than a real medieval fief, having to run a farm that gets in something like weekly or bi-weekly harvests just to be able to fit into the sort of game we are playing. A jarl making 18,000 - 50,000 septims a week in raw revenue through farms when the ale that their brewery makes sells for 1 septim a gallon before even dealing with the purchase of that grain would wind up with truly silly numbers of products having to be produced per-laborer just to make sense.

Odds are, I will just have to eyeball the whole thing to "what seems right".

Yeah, in my mind the Mod is more about seeing how the economy of Skyrim changes, and how your actions affect that. Last night at work I realized that the whole respawn timer of plants in Skyrim won't work with real farming experiences. Having a fun mod is greater than having a 'realistic' mod in my opinion. Because hey, while I'm stabbing a dragon's head trying to kill it, I don't want to worry about all the potential endangered species laws that I'm likely to be breaking ;)

I put in the Earl's income to mostly show that just because the leader of the Hold only caries 200 some odd septims on his person, doesn't mean he that is all that he has. His authority and positions allows him to earn and spend much, much more.
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Tue May 22, 2012 4:32 am

Well, I'm going to try to generally make things fall into different classes of items. Rather than having an "ebony sword" modifier that is different from an "ebony dagger" modifier, I would hope to just make "ebony" modifiers and a more general "weaponry" modifier for the game to track. The more basic trade items (furs, various different foods) will need to have a replacement goods table, however, which I believe I can reduce down to a pair of tables describing relative values, which would need to be made for each economic class of citizen.

If I simply cross-hatch the tables, I could reduce the amount of if-then checks that the computer needs to go through... but I'm certainly not alien to the notion of insane layers of nested if and while loops, especially when I've tried to optimize some inner loops for speed with some tweaks.

Oh that's right, I haven't modded in a while, I forgot you can just put items in a list (like a levelled list or loot list) and then do whatever you want from there.
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Tue May 22, 2012 7:30 pm

as a gold sink you could make rent for player house after a large deposit.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Tue May 22, 2012 2:08 pm

I'd almost be willing to donate to a project like this. Will be following.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Tue May 22, 2012 11:16 am

as a gold sink you could make rent for player house after a large deposit.

Yes, something I'd like to do, anyway. I don't like the fact that you buy houses just because they're there to be purchased, late game.

You don't even use more than one, maybe two. One for being pretty and playing Sims in if you want, and one for just storing your crap, and rarely do they need to be different unless you're using something like the teleport/alternate dimension house mods.

So, anyway, I kind of prefer the notion that houses are just rented rather than purchased, or at least that you pay taxes on them.

Yeah, in my mind the Mod is more about seeing how the economy of Skyrim changes, and how your actions affect that. Last night at work I realized that the whole respawn timer of plants in Skyrim won't work with real farming experiences. Having a fun mod is greater than having a 'realistic' mod in my opinion. Because hey, while I'm stabbing a dragon's head trying to kill it, I don't want to worry about all the potential endangered species laws that I'm likely to be breaking ;)

I put in the Earl's income to mostly show that just because the leader of the Hold only caries 200 some odd septims on his person, doesn't mean he that is all that he has. His authority and positions allows him to earn and spend much, much more.

Now don't make me get serious about bringing in economic theory, I'll fill up the thread with it if I get onto the difference between Mercantilism and Physiocracy / Classical Economics.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Tue May 22, 2012 7:47 pm

will it go into austerian or Keynesian (spelling?) minutia?
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Tue May 22, 2012 5:02 pm

will it go into austerian or Keynesian (spelling?) minutia?

No, I'm talking about older economic / social philosophic theories, and how the perception of what "wealth" is actually was radically different before the 18th century. In ancient and medieval times we had a fundamentally different view of what money was, and people forget how our view of whether or not there even was such a thing as "economics" has changed.

Besides, Austerianism has no minutia, it's simply spectacularly failed in every case where it has ever been applied - even ignoring the disastrous social consequences, because fact is that such ham-handed "deficit cutting" measures inevitably leads to even greater deficits as their methods strangle all economic activity. Imposed Austerianism is the cause of much of Africa's staggering poverty, and the reason the Greek economy only became worse after the EU's first intervention, and willful ignorance to the results or even reality at all are the fundamental tenants of the theory.

In modern times, you are either Keynesian, coming up with your new theory that improves upon Keynes, haven't studied economics, or lying to yourself.
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Tue May 22, 2012 3:59 am

I know a whole forum that would argue against that.....but I have no clue. I just know the basics. We buy stuff and we sell stuff and when that gets out of wack problems arise.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Tue May 22, 2012 7:23 am

Responding to previous statement about the Jarl having more authority to earn and spend,

Well in our own history a lot of the aristocrats were at one point, by their standards, broke or bankrupt. They still had their position, their houses, people under them to make crop and living necessities, jewelry, but had no money to spend. There was one famous consort or wife (I can't remember her name) that spent a wealthy aristocrat into bankruptcy (either through buying stuff, throwing parties, gambling, or all three). Sometimes even the kings would be broke too, and have to find ways to intimidate, cheat, coerce, or grant political favors in order to get more money. Even the mere act of getting an army on the road (even though you'd assume they're already paid on regular wage) costed tremendously, and some would fail to gather a sizable one and lose the battle.

I'm sorry, I seem to have gone off topic, I just meant to make the point that not all Jarls have to have command of consideration amount of gold. I don't know if any of the above can be taken into account when it comes to economy (I guess the guard part can).
User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Tue May 22, 2012 5:38 pm

I did a fair bit of scripting for a banking mod in Morrowind and did heaps of design work for a stock exchange expansion.
Morrowind was great for that because it had lots of established "businesses" (trading, mining) and quite a few of them were in competition.
Plus all of them had heaps of quest lines associated with them, so lots of opportunities for the player to influence a stock price.

Even the boring "I need you to guard this caravan/take these supplies to my cousin in blah" type quest (of which there were many) takes on new importance when your in the middle of a trade war :flamethrower:

I've not managed to sink enough time into Skyim to get a good feel for how the MQ (and others) could affect a stock/economy system but if somebody is keen to kick this off, then PM me as my codeing skills stand eager and waiting.

WR
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Tue May 22, 2012 4:36 pm

I did a fair bit of scripting for a banking mod in Morrowind and did heaps of design work for a stock exchange expansion.
Morrowind was great for that because it had lots of established "businesses" (trading, mining) and quite a few of them were in competition.
Plus all of them had heaps of quest lines associated with them, so lots of opportunities for the player to influence a stock price.

Even the boring "I need you to guard this caravan/take these supplies to my cousin in blah" type quest (of which there were many) takes on new importance when your in the middle of a trade war :flamethrower:

I've not managed to sink enough time into Skyim to get a good feel for how the MQ (and others) could affect a stock/economy system but if somebody is keen to kick this off, then PM me as my codeing skills stand eager and waiting.

WR

Cool :) Skyrim really doesn't have enough quests where you can really influence the faction beyond doing quest for them, except for thieves' guild where your doing quests would sort of re-establish Ragged Flagon's standing, if that makes any sense.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Tue May 22, 2012 5:31 am

Well, suppressing my urge to start going into Keynesian Economics, the boom and bust cycle, the Multiplier Effect, AND caveat emptor / the assumption of risk...

I honestly feel like this would be a good place to also model a Mercantilist banking system, if I can find proper ways to balance it.

The real medieval economy was focused almost entirely on credit and loans. Farmers wouldn't have actual money - they bought things either through credit (to be paid at harvest time), or through the trade of the practical goods they had on hand, like livestock, furs, and food. Only merchants carried coinage (because they had more opportunity to flee from their debts, they were more often expected to pay up front). Even lords largely ran on credit.

One of the books I was recently reading talked about how after the fall of the Roman Empire, people still measured everything in terms of denarii, even centuries after such coins ceased to exist. The sterling pound was basically never even minted in the first place for centuries after it had become the primary unit of measure of large transactions, especially when dealing with nobles and merchants - everything was handled as a matter of credits and debits on a business ledger, much like how modern banking relies upon invisible digital bank account funds to keep the modern economy going. There simply weren't enough coins in existence to fuel such an economy otherwise.

In the game Dwarf Fortress, in fact, I've been having some arguments similar to this in their forums about credit and debt. In that economy, the game's creator wanted to make dwarves mint their own coins which would have procedurally generated symbols on the coins, quality of the coins, and the date of minting stacked as an immersion factor, but it wound up causing huge problems because of (the lack of) stacking mechanics, and it turned out that the game economy actually ran significantly better when you simply refused to mint coins at all, and ran the entire economy on credit. When dwarves work, they get more in their debit account from the fortress. When they buy food, rent property, and buy whatever random crap, they buy off the credit from their account. The economy runs entirely on the ledgers of the chief bookkeeper of the fortress.

Ironically enough, that's actually pretty close to how such economies really did run. Legal tender used instead of money in medieval economies would actually be something more along the lines of a specific type of stick with notches marked into it and then split in half to represent the taxes owed by a specific landowner to the state. The state would then spend that stick as money to merchants, basically just selling who the taxes were owed to as money, because they knew they likely weren't going to see that tax in the form of actual cash.

Further, the "Jubilee" (in Biblical terms) was a common event in history - the clearing of all debts by royal decree. This was because the economy would frequently tend to collapse without modern anti-trust laws and regulations, and would become taken over by a small handful of extremely wealthy bankers who eventually manage to gain a monopoly over the entire economy, while the whole working class, and even the nobility, would go into debt. The solution was simply erasing all debt, burning all the ledgers, and essentially declaring whatever you have on hand is what becomes your property, screwing over the lenders in order to save the debtors. This was often done right after a new king took the throne, as it was a great way to get some instant popularity.

Keep in mind that there were no bankruptcy laws back then, you go into debt, they take your children as slaves to pay the debt, then take you and your spouse next if that isn't enough to pay the debt. Even nobles went to debtor's prison, although they would actually be treated as a pampered guest in prison, while the farmer next to him would be left in shackles to starve or forced to work as a slave. Clearance of debt was a huge deal.

It's only a brief period of time with people like Adam Smith around where people actually believed that somehow metal was magical enough to completely base the economy off of one of them. Even this was done primarily for the benefit of the major lenders and debt-holders, as it was largely a means of controlling inflation, which benefits those in debt (when inflation exceeds interest rates on your loan, you are functionally not paying interest on your loans at all). Hence William Jennings Bryan, and his "Crucify [the American farmer/working class] on a Cross of Gold" speech, talking about why the gold standard was killing America's economy.

In this idea, it would be more complex, but generally speaking, the merchants you deal with would actually be working off of debt. You could probably also sell things to merchants, and just get a debit account with them instead of actual money when they were out of money. In exchange, you could charge them interest for that money you were owed. Conversely, however, merchants that die or default will wipe out that debit. Further, you might owe loans through many of these guilds you take over, yourself.

Preventing abuse might be a problem, however - how do you make the player pay his/her debts, rather than just murdering your creditors? Instituting bounties for late payments might be problematic as well, as if the player is responsible for debts incurred by his/her guild, and we just make the debts incurred as a bounty on the head of the player, then if the player can't pay, and goes to prison, the debts will likely just compound, and the player would be forced into debt slavery... which would be realistic, but I doubt anyone would want to play at that point.
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Tue May 22, 2012 12:23 pm

Well there are a couple of different points here.
Not surprising really as “economics” touches so many aspect of daily life.

To simplify them we could break them into personal banking, high finance and supply and demand,

In a game, personal banking is the easiest one to implement. Store money in a bank & maybe get some interest, take out a loan, don’t pay the loan back and some NPC’s get spawned to come collect.

Pretty well trodden ground in Elder Scrolls mods I believe.

High finance is a bit tricker. Here we could be talking about stocks, property investing and so on. Basically a mini game for players with too much gold to sink it into and get some sort of a reward or go bust. From a design perspective this mini game should be more or less player centric. I play Skyrim because I want to be the dragon born and change the face of Tamriel. If I wanted to play the stocks and be affected by things totally out of my control, I’d buy shares in News Corp. ;-)

Supply and demand is where [self-censored] gets real interesting. Now we are talking about modelling a living breathing economy. In my limited understanding, all economies are fundamentally resourced based. So we’d need define the current, pre-player, model for Skyrim in terms of what resources does it have, where are they, what does it import, how/where are the processed. Then we start messing with events during the game. How do they affect the supply chain, influence ‘consumer’ behaviour and drive prices up or down.

Not a small job. To my mind levelled lists at vendors would need to be the first thing thrown out the door. I think they’d add way to many variables.

Does anyone care to comment/critique the above slightly random assumptions?

WR
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Tue May 22, 2012 1:56 pm

Well, this sounds awesome. Remember to start small, now! Thats the only way to make a succesfull elder scrolls mod.

You should first of all be very specific and very simple about your primary gameplay goal for the player. What is it you want the player to experience, and get out of your mod?

Is the goal to give the player something to spend his gold on? Maybe just do that first. Like renting houses. Better weapon cost scaling or something like that.

Is the goal to create a guild leader end game minigame. When you become the head of the thieves guild, you have to manage the day to day activities of the guild. Hiring thugs, loaning money, collecting debt? And a different one for each faction?

Is it to create the illusion of a living market, for the sake of immersion? At times a certain type of item might be low in stock in an area, and costs more, and sells for more? And you can play the market a bit?

Just making a system where dealing with a vendor would slowly increase his goods and gold over time would be neat. Maybe a good place to start. Just and idea.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Tue May 22, 2012 7:49 pm

Note that the game does include some mechanics that let you control the vendor's stock (and not just through perks -- I know that we have speechcraft perks which change how merchants work, but I have not played with most of them). I have not experimented with these mechanisms enough to describe them completely, however.

P.S. hypothetically speaking, if economics calculations get complex enough, they could be done using shaders (for example: with individual pixels representing values available at each resource node).
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

PreviousNext

Return to V - Skyrim