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Author Topic: Turn 12: Food has demand zero; energy and smithore do not  (Read 699 times)
Keybounce
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« on: October 12, 2010, 23:40 »

For evaluating commodity production on turn 12, food has a demand of zero (so no matter how much food was worth on turn 11, it will be worthless on 12).

But both smithore (if there are undeveloped plots) and energy have full demand on turn 12.

This is imbalanced.

(No, I do not know what the atari/commodore versions did on turn 12)
« Last Edit: October 12, 2010, 23:45 by Keybounce » Logged
Bumbes
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« Reply #1 on: October 15, 2010, 15:21 »

The classic MULE rates food in #12 similar as energy, based on #11 demand/price and #12 production.
Guess that's why food plots are just underrated right now.
 
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leahcim99
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« Reply #2 on: October 16, 2010, 03:02 »

Perhaps the idea is that the production becomes automated - the "builders" (us) usually will have converted everything to stite and energy by the 12th month.

The ship returns and we return to our home planets, leaving the automated mules producing stite and erergy to be checked periodically by maintenance crews.

As operation is automated - no food required and therefore reduced price.

Of course, if colony ship returns with colonists...then price should reflect the increased demand of more mouths to feed. Grin
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Chuckie Chuck
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« Reply #3 on: October 16, 2010, 16:17 »

I never understood in the original why they didn't continue with full production needs on round 12, you wouldn't think that the colony would actually stop on round 12. Wink
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Peter
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« Reply #4 on: October 18, 2010, 13:28 »

How did the original MULE value food in the last round?

Some sources say that the demand is zero which does lower the price significantly. This is what's currently in version 1.3.4. But I suggest it should be valued with the same demand as in round #11 with 5 food per player. Anyone who played the original and is sure about what happens?

I think there was another thread about this some time ago.
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piete
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« Reply #5 on: October 18, 2010, 13:42 »

I'm trying to interpret the original assembly code, but it is very slow since I'm not a programmer. What is certain, is that I regularly finish C64 and Atari games with prices of 100+ for both food and energy on round 12.
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Chuckie Chuck
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« Reply #6 on: October 18, 2010, 13:47 »

As I remember, in round 12, the c64 version, did not show demand needs, but it did still automatically place you in buy or sale accordingly.  No one would move on round 12, but if the computer had surplus, it would move to sell, if it was short, it would move to buy, either way, it would neither buy or sale on round 12.

So shortage appeared to be noted on round 12, but it did not appear to have any effect on outcome of the game.  I can't remember how that effected price though.  I would have to find a way to purposefully create that scenario.  Perhap I will play myself a 4 player test model using the c64 console and find out.
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Bumbes
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« Reply #7 on: October 18, 2010, 21:32 »

How did the original MULE value food in the last round?

Some sources say that the demand is zero which does lower the price significantly. This is what's currently in version 1.3.4. But I suggest it should be valued with the same demand as in round #11 with 5 food per player. Anyone who played the original and is sure about what happens?

I think there was another thread about this some time ago.


Depends on which original you ask for, they use a different algorithm imo.

I'm not 100% sure for food and energy but ore value in the C64 version is based on last rounds store price.
Results paying $100 for a mule in turn 2 even others bought ore for 85 in round #1. PM goes the nairata way there.



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