MarketDef

Can anyone give me a detailed explanation on how the parameters under MarketDef in the gameplay constants file affect how the market works?

I'm trying to
1)  Increase the prices and thus make orbital refineries a more viable choice vs trade port.
2)  Increase market variations but in a predictable way thus increasing the benefit of those who pay attention to the prices and are willing to wait a little longer to make their transactions.
3)  Make crashes and booms more dependent on long term buying and selling habits and make them rarer.
4)  Make crashes and booms last longer and have more devastating effects motivating people to change their infrastructure during one and rewarding the player who decided to, say, build a great orbital refinery system when everyone else was doing trade ports.
5)  Make it so that a boom or crash isn't automatically cancelled by players selling/or a bunch of resources and triggering the opposite event.

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Reply #1 Top

1)     sellPrice 2.0 means sell 100 metal or crystal for 200 credits
        buyPrice 4.0 means buy 100 metal or crystal for 400 credits

        vary the values to suit

 

2)     priceIncreaseAtMaxShift 2.22 = factor by which the price of selling/buying both metal and crystal change

        minTimeForMarketChange 10.0       if you want to make this predictable make the min and max values
        maxTimeForMarketChange 30.0      the same

        change values to suit

 

4)     minLengthOfCrashOrBoom 20.0        if you want to make this last longer change the values to be the same
        maxLengthOfCrashOrBoom 200.0     and larger

 

As for 3) and 5) Not sure how to do those. Hope this helps you though.

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Reply #2 Top

Thank you.

How do normalmarketminshift and normalmarketmaxshift work?

Reply #3 Top

Still trying to figure those out actually. Hopefully someone else can explain it for us. :|