IslandPlanner #5927
Replies: 1 comment
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Some comments on your last question: The original idea of island production module is to make sure that value of items are calculated from their natural needs instead of human-defined prices. This should be robust in the meaning that if one day milk becomes very cheap (either due to larger batch size in the same time or due to fewer needs for milk products like cheese and cheese products), we do not need to rebuild the configs, but just need to rerun the calculator against the new data. A human-determined config harms the integrity of this design. |
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didn't want to spam PRs for now, so created this
322d06d
Long config:
I found it difficult to have a clear choice for selection and delegated the decision to the users:
A character may have a high attribute in one attribute and based on that would be able to work in multiple different places, but due to skill, should be used in another specific place, e.g Belfast/FdG should always work in Cafe for cheese etc.
also level of skill may matter, for example laffey's bonus, will make her the best choice for most at max level
also since ranch item scarcity has quite a gap (e.g eggs vs milk), i decided to split it into 4 instead of a single pool
Using chars in production is mainly for those with multiple chars.
As for transport, it was mentioned that it wasn't implemented due to uncertainty on how to weight offers:
Is something like
exchange for specific items (e.g Milk, poultry, crab/squid (for paella)) >>> most pt profit >>> most coin profit
not good enough?
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