Port Population Consumption & Growth Rate (Small)

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Re: Port Population Consumption & Growth Rate

Postby Sebena » Tue Mar 20, 2018 6:09 pm

So from all of this feniks see problem in trade where nation will get issue in maintaining population they'll need to supply resourves to supply those resources from other port there is chance where one will buy tools on higher price and selling it to port for consumption ie. I pay 18 gc tools but I sell it for 16 gc resulting in negative ravenue for me....

This can be easily avoided with simple change in my personal strategy but I understand Feniks concern
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Re: Port Population Consumption & Growth Rate

Postby DezNutz » Tue Mar 20, 2018 6:13 pm

Captain Jack wrote:The only problem with the proposed consumption is what happens on ports that already have high population and low reserves and no production or little production.

I explain this issue at the first post If I remember well. And this is the key reason for the low consumption we chose. A 2.1B port will consume 5.25M crates, directly from the port.

For a port like Goroum, this can be an issue as due to new feature introduction, the growth rate will not be rampant negative as it should be. So Goroum could potentially face zeroing of its resources. This is why we are also thinking to implement a limit on port consumption for producing good, as a protection for trading. If the reserves of the producing good drop below 100M, then the port population will not be able to consume it anymore, with the relative population growth penalty.

This also gives us an idea on when this should be implemented and the hint is that these should come in effect after a few plantations are in line and producing goods.


Even knowing this, I still have my concerns about stagnation. Nothing that is thought out and planned out works out in that manner. The only thing we can do is see how it plays out.

I still think price fluctuation should occur at a more frequent occurrence. Even if daily with a 3 day consumption, I think that price rates should change more frequently.
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Re: Port Population Consumption & Growth Rate

Postby Shadowood » Tue Mar 20, 2018 6:20 pm

DezNutz wrote:The only thing we can do is see how it plays out.


Aye, lets get is going and play with it. Tweak it later if need be.
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Re: Port Population Consumption & Growth Rate

Postby sXs » Tue Mar 20, 2018 7:38 pm

The scenario I ran with the numbers included

Port population 500Mill

At current consumption rate of .0025 per day per resource.
500,000,000 X .0025 X 7= 8,750,000 required just to maintain population.
but you also state population change rate which if my math is correct would be -1582 per day with Availability/consumption =1(balance point i refer too)
Now to increase population and raise prices I must first compensate for that 15820 per day loss. 1582/.0025/7= 90,400 extra goods total

So now just to maintain population in a port over all there must be 8,750,000+8,840,400 crates of goods supplied to the port.

I admit my math may be wrong but this is what i was basing this on.

Now to increase the population enough to influence price..... based on the formula you provide ........(+ 0.2% * Availability/Consumption)

on hand supply must be 5 X demand.

so to increase price by 1 gc, a port must have excess 88404000 X 5 =44,202,200. over 3 days? I believe equally divided of all 7 resources.

so a port with 500 million population must over-supply the port by 15 million crates each day to increase the population? If so, I dont think any port has that much traffic in a day now.......



If my math is incorrect please show me where i am messing up?
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Re: Port Population Consumption & Growth Rate

Postby Captain Jack » Tue Mar 20, 2018 7:47 pm

Feniks, I still fail to identify the problem you see. I have explained what you ask in my essay at the first post.

Captain Jack wrote:I personally do not find unrealistic this number. The immediate problem we will get, will be a rampant decrease rate which however will be compensated by trade.


Feel free to read it whole as there are more later on which change the rampant to the small decrease you mention.
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Re: Port Population Consumption & Growth Rate

Postby William one eye » Tue Mar 20, 2018 8:00 pm

I feel the players concerned with stagnation are not considering consumption.

Any Consumption sinkers will drive the market.
Ship building, hideout building, and population already exist.
If additional consumption sinkers are added, like plantations and hopefully some other things,
It should continue to drive port demand.


If you view this from the standpoint of how it was presented, it flatlines as soon as soon as merchants find a way to effectively balance the markets.
However, similar to gold bar, the demand should spike prices when players build things. If I am understanding this correctly.
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Re: Port Population Consumption & Growth Rate

Postby DezNutz » Tue Mar 20, 2018 8:06 pm

Can you update your Population Growth Equation. It is missing Parentheses. You have 3 open (Left) parentheses but 5 close (right) parentheses.

Code: Select all
Population Growth = ( -0.1% * ((Port Population/1000000) * 6 / 950) + 1/19) + 0.2% * Availability/Consumption)  ) / TM
Last edited by DezNutz on Tue Mar 20, 2018 11:31 pm, edited 3 times in total.
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Re: Port Population Consumption & Growth Rate

Postby Sebena » Tue Mar 20, 2018 8:08 pm

I don't see problem as I have strategy developed for all examples mentioned here but I understand Feniks concern biggest "losers" here are nations with high population
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Re: Port Population Consumption & Growth Rate

Postby William one eye » Tue Mar 20, 2018 8:23 pm

If demand drops off to much and market prices are bad,
you can load your fleets with food and then cast a ton of TI on someones port,
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Re: Port Population Consumption & Growth Rate

Postby sXs » Tue Mar 20, 2018 10:14 pm

pointless....


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