Stage one in integrating Codox and Cloverage output
This commit is contained in:
parent
66388bc944
commit
4e94084f6d
53 changed files with 3353 additions and 64 deletions
9
doc/modelling_trading_cost_and_risk.md
Normal file
9
doc/modelling_trading_cost_and_risk.md
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
# Modelling trading cost and risk
|
||||
|
||||
In a dynamic pre-firearms world with many small states and contested regions, trade is not going to be straightforward. Not only will different routes have different physical characteristics - more or less mountainous, more or fewer unbridged river crossings - they will also have different political characteristics: more of less taxed, more or less effectively policed.
|
||||
|
||||
Raids by outlaws are expected to be part of the game economy. News of raids are the sort of things which may propagate through the [[gossip]] system. So are changes in taxation regime. Obviously, knowledge items can affect merchants' trading strategy; in existing prototype code, individual merchants already each keep their own cache of known historical prices, and exchange historical price data with one another; and use this price data to select trades to make.
|
||||
|
||||
So: to what extent is it worth modelling the spread of knowledge of trade cost and risk?
|
||||
|
||||
Obviously the more we model, the more compute power modelling consumes. If the core objective is a Role Playing Games as currently understood, then there is no need to model very complex trade risk assessment behaviour.
|
||||
Loading…
Add table
Add a link
Reference in a new issue