Implementing International Trade


Since this game is envisioned as a combination of equal parts dating simulator and economic simulation, I'm dividing my time between those two areas. This month I'm expanding the economic part of the game with the beginnings of a proper market economy. In the new update, you will be able to see the larger world and the flow of trade between the nations of the world.

Modeling international trade is an interesting and potentially really complex topic. I've experimented with a few layers of complexity, and I think I've got a system now that is complex enough to be interesting with many possibilities, but also easy enough for the player to understand. Understanding the system will be somewhat important because the player supposed to be able to have the ability to affect the international situation, and thus the supply/demand price of slaves. This was the original intention behind the mission system where you can send your girls to other countries - fomenting instability or stability, based on your goals. (At some point the mission system will receive a huge rework.... at some point).

TRADE SYSTEM NORMAL PROCESS

Each country will start with a stock of 100 slaves of that country's race (that number is arbitrary, just representing 100%). Since you are always located in the country on the far east of the map, trade to you always flows west-to-east. The number of slaves a country exports is divided between the countries east of it. At each destination, 10% of the imported slaves are removed (representing local demand), and 90% can be sent further east. This means that slaves from countries farther west will generally be rarer than slaves closer to the player's home country.

Trade routes have a base capacity, determined by local infrastructure. Generally between 100 and 300 slaves can be shipped along a route each month. If there are more slaves in a country than can be exported, the excess will be lost to you. This also makes slaves in some countries more rare. Infrastructure is more developed in the east than the west, so countries closer to you generally have more capacity to ship native and imported slaves.

RELATIONS AND SPECIAL TRADE EVENTS

Each country has a relationship with each of its neighbors, which affects how freely trade flows between them. Neutral relations create green trade routes which allow normal trade flows. If countries have good relations, they will have blue trade routes and 40% more girls can flow along that route. If they have bad relations, the trade route will be orange and the route will have a 40% penalty to the number of girls who can flow along the route. Relations will be determined by the similarity and differences of the ideologies between countries, though I'm not sure how transparent or hidden I will make that.

Each month there will also be a chance of a major event between neighboring countries. If countries have bad relations with each other, a crisis will occur such as wars or trade embargoes. If they have good relations, a good event will occur such as an alliance forming. Negative events will increase the trade penalty to 90% as trade between those countries grinds to a halt, and good events will increase trade 90%.

All of this will affect the rarity and values of the girls bought and sold. I think that this will be a good way to simulate the effects of a complex supply/demand system without overloading the player with dozens of factors to keep track of.



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