>>535042126
Here's my attempt at a mod concept that would encourage polycrop farming
>new economy
>prices of every crop have a range where they can trend up and down between
>certain actions the farmer takes can cause shifts in the market
>eg: selling a huge amount of one specific crop will tank the price
>prices generally arent volatile, though, you can see them trend daily, with larger shifts happening every 2 weeks. This means that you can plan ahead with crops still by observing the paterns properly. They dont follow a strict pattern, as in coded to behave a certain way, but it's half guided and half random sort of, if that makes sense
>artisian goods behave on a market separate from base crops, perhaps with more ways to interact with and influence it. This is to create situations where it may be more profitable to sell in bulk without processing, for example. If you see the value of strawbs is trending up and the value of strawb wine is trending down, so it would behoove you to skip processing it
>in order to prevent people from simply stockpiling crops until peak price point, crops now spoil over time, decreasing in quality, which now plays a significant role in the value of each crop. Basically selling standard quality will barely break even, while the higher ones give great margins
>crops decay over a set time depending on the crop and what's vaguely realistic. Things like wheat and potatos will take an entire season to decay, while things like fruit may only take 2 or 3 days to drop a level.
>crops can degrade beyond basic quality and become rotten. They can then be used to craft fertilizer, so it's not completely useless
There's probably a ton of ways to expand upon this, and I wouldnt be surprised if there were mods that actually incorporate some of these things already. I think it's fairly intuitive for a market econ game. Obviously a similar market could be implemented into other types of goods, too, like fish or minerals. Same basic concept.