I'm not writing to criticize the current economic model (that's been done a few times

Thanks!
Moderator: OpenTTD Developers
In terms of costs, there is a Base Cost Mod addon that allows you to change almost everything. In addition, many other newGRF have the ability to quite accurately choose the cost or rates for transport. The fact is, however, that many addons have these costs chosen almost randomly and it is often difficult to balance the game well - it is sometimes very laborious and requires many tests. This is a problem of refining the addons themselves and perhaps the lack of cost patterns that the creators of the addons could use, not the problem of the game - I see no major need to interfere in the game itself on this theme. But I think that some changes would be useful when it comes to searching for such addons, because it is not really easy to find it in this whole stack currently. Even if someone has known the game for years, they may not notice new interesting additions at all, because they are invisible.gardas714 wrote: 27 May 2020 22:04 3.1. One way to potentially accomplish this would be to make simultaneous construction very expensive, ie, some convexity in the cost of producing "too much at once".
3.2. Another idea to solve point 3 is to make it especially profitable to connect many modes of transportation together, ie, build a multi-modal transportation network. For example, one may be able to transport lots of food by train, but smaller cities may be too small to demand a lot of it. So, it could make more sense to transport the food to a trucking station, that then moves it to smaller towns in a more economical way. Airports could also be very expensive to maintain, thus increasing economics of having multi modes. So, the game could start out with small, direct transport operations, and end in large transportation networks competing with each other.
Basically, OTTD is not a simulator of a trading company, but a transport company. Here the player doesn't sell anything but merely transports and receives payment for the transport.gardas714 wrote: 27 May 2020 22:04 1. A current fun factor of OpenTTD right now is building long, intricate routes. However, in a pure economic model, if a coal plant opens it shouldn't give priority to coal that comes from far away. For example, if a competitor starts sourcing coal from close by, it should be able to sell it at a lower cost and steal part of the business of the first, farther one.
In general you are right. The problem is that such solutions in this game will not work completely. I see that you like competition in the game, me too, but this solution would work only in very specific conditions of small maps. In the normal game, players avoid interfering in the interests of other companies and direct competition with them. On many servers this is simply prohibited. Imagine someone transporting coal from a very long distance, making great money, and then suddenly some guy connected to the power plant and supplies coal from a nearby mine. According to your proposal, this would cause a huge drop in the income of that company. Do you know what the effect of such changes would be? Why create something that would cause conflicts? Did you think, that some players would want to do it angrily to tease someone? Another disadvantage would be that players would avoid cooperation. They would not help in the supply of raw materials, because they would know that this will reduce the profits of the company they want to help. However, someone who already has a network built wouldn't connect new, closer mines, because it would be economically pointless.gardas714 wrote: 28 May 2020 12:43 A possible workaround for this is the Cournot model, which simply penalizes the price based on the total overall quantity produced...
I think this is a *great* idea. It does not encourage direct competition per se, but allows for a "soft competition" component. Makes a lot of sense to me.LaChupacabra wrote: 29 May 2020 01:40 As for the changes in the game
1a. Variable transport rates
Dependent on the date of the game and the percentage of a given good transported globally - the greater part of the global production of a given goods is transported, the lower the rates.
I always felt subsidies were "low powered incentives" in the game. My main beef is the deadlines, but this is a matter of taste... In essence, I agree that subsidies are broken, but I'm less clear on how fun these contracts would be.LaChupacabra wrote: 29 May 2020 01:40 2. Extension of subsidies
Odisseus and jfs wrote about this, and I am also of the opinion that the extension of subsidies could change the most in the game. Thanks to this element, a very different economic model can be created. Subsidies could take the form of contracts. They could be part of or replace the standard economy. In the latter case, the contracts would be the core business. They would last for a much longer time and sometimes would be indefinite. Contracts could specify different rates for transport as well as other requirements such as time or type of transport. The selection of connections would not be random. The conclusion of the contract could take the form of a 'first come first served' competition or commitments, then appropriate service would have to be provided at a given time, otherwise the company would pay fines. Both forms could be used. The contract could relate to the construction and operation of a specific A-B connection as well as to supply the city or enterprise with specific goods from any source.
I especially like the last point. My take: usually companies don't own shares of competitors... there's a clear conflict of interest. There could be a stock market that is willing to buy shares, but I'm less clear about buying shares from competitors. If that happens, I should be able to veto decisions (if I have 50% of a company or more). For example, I should be able to forbid my competitor from transporting a resource, serve a city, etc.LaChupacabra wrote: 29 May 2020 01:40 3. Company shares
The current model is so distorted that it can be called a joke at most. The player should decide whether he wants to sell his shares and not anyone else. Shares are sold to raise funds for the development of the company. If someone has shares, e.g. 25%, then they should also receive such a percentage of that company's profit. The new share model could largely be modeled on, I think simple and understandable for every rules of the well-known Dragons' Den television program. By selling 100% of shares it would also be possible to transfer the company to someone.
This dynamic happens in most games. Non-linear taxes could help, but if they are too powerful, they could take some of the fun away. In some games, the followers are the ones who can benefit from technical innovations first. When a new technology comes in, it could be more expensive for the leader to convert its technology, for example, because it has a larger network. Their conversion costs could be higher. An alternative would be to introduce enough randomness into demand over time, so that some initial investments wouldn't pay off forever. There are probably other ways to think about that.LaChupacabra wrote: 29 May 2020 01:40 An optional element aimed at equalizing opportunities between new and developed companies. They would be charged every quarter or every year, on income and on possession. The latter tax would be an effective element to reduce excessive accumulation of wealth. In both cases, a tax-free amount would be included, so that small and new companies could grow freely.
Users browsing this forum: No registered users and 5 guests