Supply & Demand

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Chain_Reaction
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Supply & Demand

Post by Chain_Reaction » May 5th, 2015, 5:17 am

If you could actively simulate S&D in this game, what is your opinion on how it should work?

Obviously the price of produce and such can be driven by consumption but how does one track demand of objects? By their use? What makes Sims demand a tacky EA painting? Randomness? Sleep deprivation?

All thought welcome :)

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Mandelyn
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Post by Mandelyn » May 5th, 2015, 7:50 am

Gnomes....obviously it is the gnomes. It is probably random, the price of the item is right and the environment score on it maybe.

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Post by igazor » May 5th, 2015, 10:43 am

Perhaps not exactly what you had in mind, but a few things occurred to me immediately.

1. Traits. A Frugal sim is never going to yearn for an overpriced car, appliance, or decor object when a budget one will do just fine. Their opposite would be Snob. Insane sims' (maybe a couple of others like Neurotic) demands would be all over the map randomly. Then there's Vehicle Enthusiast (vs. maybe Eco Friendly?), Avant Garde or Artistic (vs. Can't Stand Art), the pet friendly traits, Bookworms (is there a counterpart to this for hating books?). Nerds will want more/better electronics and gizmos (vs. Technophobes). Kid friendly and Childish sims might drive up the demand for children's toys. Etc.

2. Not so much sleep deprivation, but perhaps sims with high fruit sugar blood counts (okay, drunk) might desire objects or make purchasing decisions that they otherwise wouldn't?

3. Income. My sims always seem to draw the wish to go shopping after they get a raise or bonus.

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Post by Echoweaver » May 5th, 2015, 1:53 pm

Even if it's trait-adjusted, you'd need some kind of baseline.

Seems like for luxuries you'd want a heavy random component. Demand for luxuries is so faddish. Art is legendarily irrational.

What info do we have to work with? Environment score? The sale price if you sell to inventory?
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Post by playfulalice » May 5th, 2015, 1:54 pm

that to me gets old lol Income. sims always seem to draw the wish to go shopping after they get a raise or bonus

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Post by playfulalice » May 5th, 2015, 1:55 pm

lol Echoweaver ,we posted the same time lol

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Post by igazor » May 5th, 2015, 2:02 pm

I was thinking on a more global (well, townwide) scale. A town full of Avant Garde Snobs that make lots of money and/or get raises and promotions faster would have a higher demand for luxury goods than one where everyone is more Frugal and struggling to meet basic needs.

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Post by simwahine » May 5th, 2015, 2:12 pm

My first thought is, how would you limit supply in order to create demand? If you could somehow limit production of plasma fruit to only 1 or 2 gardeners in a world, you would also have to be able prevent vampires from being able to obtain plasma juice from their refrigerator or the store any time they want in order to make them buy the fruit from the growers. And just for a touch more realism, you might need to make raiding the hospital an autonomous act when supplies of plasma fruit are too low to sustain the vamp population.

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Post by playfulalice » May 5th, 2015, 2:21 pm

supply and demand, can you describe what u mean lol?????or what you r referring to??????

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Post by MoMoll » May 5th, 2015, 2:56 pm

As far as I have seen the inactives could give a rat's a** about buying things. Many of my inactives have tons of money, they sell everything at the consignment shop, and never even buy a car! I cannot spend time checking on why they don't buy things for their homes, like stereos (for parties), or cars, etc.

But, for your question, if they can afford it, they should buy a car (they all go off collecting, fishing, etc.). Then those that can, should sell their services; many in my game fix people's broken plumbing; those that train sims in atheletics (trimming the fat) should be paid.

But personally, I don't want a mod change that makes my game become a consumer/capitalist game!

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