| The Clash of Civilizations Merchant Agents Model |
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Model Description Merchants can be a major economic stimulus to your civilization, and who knows, maybe they can bring home some useful new technologies as well! |
Merchant Agents Model
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Merchant Agent Model v1.0 At the broadest level, merchants have
four attributes. The "owner" is simply whoever gets the merchant's profits (or absorbs their losses). This will almost always be the entity that created the merchant in the first place. The cultural profile determines the merchant's stomach for risk and creativity, as well as their likelihood of aiding tech diffusion. The cash is the merchant's liquid assets. The trade routes are the most complex part. They are how the merchant makes money. I. Merchant creation The people of a province can take the
initiative to build a merchant just like they could build a schoolhouse
or improve their agricultural capacity. In this case, the province's
populace is effectively the owner of the merchant, and the merchant has
that province's cultural profile The effectiveness of these merchants is
based on the province's PCI and technology. Using the current proposed
tech tree: Player-built merchants: The cultural profile for player-created merchants is that of whatever province the player creates the merchant in. (Under economic systems that completely ban private enterprise, this will be the only way to make new merchants. Such merchants still don't require extensive player control after the initial creation. In contrast to populace-created merchants, however, they will obey direct orders from the player.) II. Trade routes Each time the agent gets to think, it identifies a special available in great excess in its home province, or one not available but useful in its home province. If it fails to find one here, it considers other provinces in its civ before giving up. Once a province and a good are chosen, it
generates a list of provinces (based on the knowledge of its home civ)
where the good is expensive (if dealing with a special found in the home
province) or available (if demanded in the home province). It will set
up a trial trade route path to as many of these as is clock-feasible.
(Two or three will probably be OK, if you use something like A*. A* is
especially nice since it can automatically employ differing cost
functions for each step.) The cost functions will depend at the very
least on terrain and transportation technologies, but I really don't
want to draw up a list until you decide whether you like this method or
want something more abstract that doesn't use specific trade paths. This
method gives the trade route a specific path, which gives the player
huge numbers of ways to affect trade without controlling it, such as: After finding a path, the merchant
calculates two numbers This would be the point to try to find a triangular trade route, if no return commodity exists and clock cycles permit. Based on the start-up costs, the profitability (essentially a pay-back rate), and its cultural profile, the merchant picks a trade route (if any) to buy into. It pays the startup costs (times 1.5 or so -- see below), and thereafter, gets the pay-back rate paid into its account. I don't know how often you want to inspect the path to take advantage of new infrastructure or check for interruption by warfare. Changes in commodity prices should be checked every turn simply because that pays into the merchant's account and because it's easy. III. Merchants and their bank accounts The merchant's cultural preferences dictate what they do with the money that accumulates in their account -- how much they reinvest and how much goes to the owner. Reinvestment can take one of two forms. Either they can expand an existing trade (by paying more startup cost to increase the capacity of their route, increasing their profit by a similar factor). Small increases should have some discount over large ones. Let's say that if the merchant wants to increase a route's capacity by more than 50% in one turn they pay the same 1.5 penalty they did on route startup. Otherwise, they can save up money, and then scout out a second route to invest in. IV. What's missing Essentially, my question at this point
is: considering that this is largely a computer-controlled activity, is
the flavor that comes from trade routes having exact paths worth the
complexity?
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