Monday, July 11, 2016

Sea Trading Game- Modeling Supply and Demand

This week I don't have any pretty pictures, like I've had in recent weeks, but I do have something that is the real essence of the game coming to life. This week I've been working on modeling Supply and Demand, the very essence of economics, and a critical part of my Sea Trading Game. I haven't figured everything out yet, and some of this I want to be a surprise for when people are actually playing the game, but I will share a bit.

First of all, I now have an increasing supply of goods for a port. I'm now taking away from the supply to fill up the ship, and thus there is a limited amount of goods for a given port. I'm trying to model this in such a way that not all goods will be available, at least at the beginning of the game, in all locations, although the exact details of how this will work out I'm still trying to figure out.

I'm starting to add things that manage demand like temperature, season, and even interest in a particular item, such as artwork.

Bottom line is, it's slow work, but it's starting to come together. There's no pretty picture that I can show of the work in progress, unfortunately. I expect I'm going to be in this situation for at least a couple more weeks, hopefully by the end of the month I'll have something I can show for my work.

On tap for this week specifically is to keep making supply/ demand curves, and likely increasing the number of goods available by a few so that I can start modeling some of the more advanced supply/ demand items that I wish to do. If I somehow get to it, then I want to start adjusting the price based on the supply/ demand at a specific location. 

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