Need to define prices of good that are available at surface bases/space stations

ar81

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Here is the deal.
I already finished the conceptual matter flow model for Space Orbinomics.
I am trying to define prices of goods in every station/base.

DEMAND
There are certain substances that have certain uses, which describes demand of goods for certain purposes.

But such uses might not take place in other places of solar system.

SUPPLY
Every planet or moon in the solar system has also supply.

So for example water might be very abundant, so oxygen and hydrogen would be more expensive than water. Methane is the product of decomposing organic matter we call garbage and it is very cheap because we have the abundance of anaerobic organisms and abundance of garbage.

But in some other places, good could be more scarse. In some others, those substances could have less supply.

So here is a list of substances that I need to establish prices.
I need to establish supply for each one in every planet and moon, so knowing about availability of materials create them would be good.

These are the goods that will be available in the game.
(NH)2CO - urea
C - carbon
C5H7NO2 - Cell mass (organic matter)
C6H12O6 - Glucose (most common in organic matter)
Ca(OH)2
CaCO3
CH4 - Methane
Clean/wash subtances
CO
CO2
Compost
Compost Enriched (with potassium and nitrogen)
Dryed human waste
Faeces
Food
Grey water
H2
H2O
K
K2CO3
KHCO3
KNO3
KO2
KOH
Li
Li2CO3
Li2O
Li2O2
LiOH
N2 - Nitrogen
NH3
NO3
O2 - Oxygen
Plant waste
Solid waste
Urine

PRICE COMPARISON

I already have oxygen prices.
After making comparison with supply demand I would need to compare it with current oxygen price, to establish a reference price.
 
Hm, if this is an economics simulation, shouldn't the prices establish themselves, i.e. sellers setting prices to maximise profit, given constraints (production capacity, political restrictions, keeping the workforce happy, etc.)

Unless you are simulating a planned economy ...
 
Looks good. I think you went a little too much into detail regarding waste and organic compounds.

I see you're missing metals. Those would be quite useful to add.
Big ones: Fe, Al, Ti, Be, Mg, Ag, Au, Ni, Cr, Pd, Pt.

Also ingots/wavers of Si, Ga, Sb would be very useful.

Consider adding generic manufactured items like electronic components, toys,
 
Hm, if this is an economics simulation, shouldn't the prices establish themselves, i.e. sellers setting prices to maximise profit, given constraints (production capacity, political restrictions, keeping the workforce happy, etc.)

Unless you are simulating a planned economy ...

Simulation simulates consumption of goods inside the ship, but not production or consumption inside station/base.
Simulating that would imply to simulate also alternate supply vessels fleet and travel times and vessel consumption/production/recycling of goods that also would affect supply and demand.

I am not going that far.

I am focusing on simulating internal consumption inside player ship.
So prices are fixed and established using a reference price (oxygen) and modified by the relationship between supply and demand in order to establish a price.

Such calculation will not happen in game, but I set prices as fixed parameters. I am simulating the craft, not simulating the economy outside.

And to set those prices I would need to have an idea of what will happen in other planets.
Prices should be set as $ per Kg of a certain substance.

I think you went a little too much into detail regarding waste and organic compounds.
I see you're missing metals. Also ingots/wavers of Si, Ga, Sb would be very useful.
Consider adding generic manufactured items like electronic components, toys,

I am simulating waste management and I am ignoring goods that are not waste or products of waste processing reactions. Or those goods that are consumed or produced in very small quantities.
 
Methane/LOX propellant on Earth is something like, what, 10 cents a pound? Or was is a kilo?
 
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