Commodity Market
Posted: Thu Mar 06, 2014 6:14 am
I believe it's high time for Cap Lab to have a Commodities market. I'm posting this here because if implemented it would affect oil production/price affecting a new transportation industry as well as other products down the supply chain.
Here is my suggestion:
Often the player or the AI begins farming or mining a product that may have limited demand and is only going into production to supply necessary semi products for finished goods. Many users have noted that it takes an extended period of time for sufficient demand to even be established for a mining company to be a profitable business. In the real world commodity contracts are traded on a market that both dictates supply and prices.
So here is what I'm picturing. A new market is created that operates based on the supply and demand to determine a price.
Let's take coal as an example. If I start a coal mine my options are currently to sell to my own factories or to the AI. As I've mentioned before this generally leaves a lot of supply. What im suggesting is that instead you sell your coal to the market. The market will take the demand for the product (which can already be determined from the city overall) and compare this to the supply. Now instead of the local competiton having some imaginary supply there has to be a source. The player, AI and the local competiton will then buy these products on the market at the price the marker determines. So if the market demand is 100 tons of coal and there is only one coal production mine producing 50 tons, then the mine will operate at full capacity and the price will be higher. The reverse would also be true.
Now instead of setting a price at the Mine you would instead set a production rate. So if the price of coal goes down then I would want to lower production in hopes the market would go up.
The price would also be affected by the quality of the product, with a premium being paid. So if the market rate for 1 ton of coal is $1 for the base quality (say 50) and your selling 89 quality coal then you would be paid 1.75 a ton.
Now from the purchasing side, the player/AI would go to this market and say I want to order coal for the next 6 months at this quality (x) and at this price(y) basically creating a contract or you could simply purchase coal from the market at the market rate and at the average quality. Part of the contract option is that producers can create contract options that are displayed in the market place. So if I'm a producer perhaps I offer a contract price of 25 cents a ton as long as you order at least 100 tons over the course of the year. Then have penalties set that if a 100 tons are not ordered there is a fee of $4 a ton. Etc
I think this would create situations where players/AI would want to try to hedge their orders to try to lock in lower prices.
I think this could be used for all the crops and natural resources. The contract option would also enable the player to continue to just supply resources to their own factories.
I'll try to upload some diagrams later to make this make a little more sense.
Here is my suggestion:
Often the player or the AI begins farming or mining a product that may have limited demand and is only going into production to supply necessary semi products for finished goods. Many users have noted that it takes an extended period of time for sufficient demand to even be established for a mining company to be a profitable business. In the real world commodity contracts are traded on a market that both dictates supply and prices.
So here is what I'm picturing. A new market is created that operates based on the supply and demand to determine a price.
Let's take coal as an example. If I start a coal mine my options are currently to sell to my own factories or to the AI. As I've mentioned before this generally leaves a lot of supply. What im suggesting is that instead you sell your coal to the market. The market will take the demand for the product (which can already be determined from the city overall) and compare this to the supply. Now instead of the local competiton having some imaginary supply there has to be a source. The player, AI and the local competiton will then buy these products on the market at the price the marker determines. So if the market demand is 100 tons of coal and there is only one coal production mine producing 50 tons, then the mine will operate at full capacity and the price will be higher. The reverse would also be true.
Now instead of setting a price at the Mine you would instead set a production rate. So if the price of coal goes down then I would want to lower production in hopes the market would go up.
The price would also be affected by the quality of the product, with a premium being paid. So if the market rate for 1 ton of coal is $1 for the base quality (say 50) and your selling 89 quality coal then you would be paid 1.75 a ton.
Now from the purchasing side, the player/AI would go to this market and say I want to order coal for the next 6 months at this quality (x) and at this price(y) basically creating a contract or you could simply purchase coal from the market at the market rate and at the average quality. Part of the contract option is that producers can create contract options that are displayed in the market place. So if I'm a producer perhaps I offer a contract price of 25 cents a ton as long as you order at least 100 tons over the course of the year. Then have penalties set that if a 100 tons are not ordered there is a fee of $4 a ton. Etc
I think this would create situations where players/AI would want to try to hedge their orders to try to lock in lower prices.
I think this could be used for all the crops and natural resources. The contract option would also enable the player to continue to just supply resources to their own factories.
I'll try to upload some diagrams later to make this make a little more sense.