Author Topic: Rising of Blocktropolis --- Economy simulator.  (Read 6849 times)

Welp, if I host this again, there will be a complete reset.
I have all the data and all, but the economy in this one is stuff becuase production levels were too high.

Google App Engine???
This is correct.

Welp, if I host this again, there will be a complete reset.
I have all the data and all, but the economy in this one is stuff becuase production levels were too high.
Just host it already.

Just host it already.
I suppose a lonly server is better than none at all.
I'm start it in a bit.
btw syjcore HAS been online and hosted for the last few days

TBB's statistics were based off stores that were stocked, and then an average was calculated. There were many places that weren't operated and were just taking up space, which were ignored. A system monitoring RoB would have collected information from everywhere, even stores that hadn't retailed for weeks, where TBB only counted a number of stores that were functional.

Because of this, the prices were very accurate in reflecting the bulk of stores in the central area.

There's several flaws in your model: First, you were only measuring stocked stores. The actual typical price is how much was recently PURCHASED. The real price of a good is the highest price of stores that are getting SOLD OUT despite being regularly restocked. Consider the following car prices:

CAR PRICES AND MONTHLY SALES:
12 cars at $10,000 (sold)
37 cars at $12,000 (sold)
900 cars at $14,000 (sold)
11,200 cars at $16,000 (200 sold)
28,039 cars at $18,000 (3 sold)

This does not make the price of cars $17,000. The mean price is about $14,400.

The second flaw is that you can actually track which stores are doing business. Maybe they just sold out every day before you came on.

I could count any number of more flaws depending on how strict I want to be in judging your due diligence and your lack of transparency in your data gathering methods, your statistical model, and your confidence levels.

The only global system I tracked was sales for a good over the lifetime of the game, as well as the average price of a good over the lifetime of a game. I never cared to track shorter-term price fluctuations since it wasn't important to why I wanted the data, but I easily could have. One thing I can say with absolute confidence, however, is that your prices were usually way off, both in what I inferred from the global stats and my own personal experience.
« Last Edit: July 31, 2011, 05:09:41 PM by Mr. Wallet »

I have yet to see this up, I think youre trying to run too many projects at once :o

There's several flaws in your model: First, you were only measuring stocked stores. The actual typical price is how much was recently PURCHASED. The real price of a good is the highest price of stores that are getting SOLD OUT despite being regularly restocked. Consider the following car prices:

CAR PRICES AND MONTHLY SALES:
12 cars at $10,000 (sold)
37 cars at $12,000 (sold)
900 cars at $14,000 (sold)
11,200 cars at $16,000 (200 sold)
28,039 cars at $18,000 (3 sold)

This does not make the price of cars $17,000. The mean price is about $14,400.

The second flaw is that you can actually track which stores are doing business. Maybe they just sold out every day before you came on.

I could count any number of more flaws depending on how strict I want to be in judging your due diligence and your lack of transparency in your data gathering methods, your statistical model, and your confidence levels.

The only global system I tracked was sales for a good over the lifetime of the game, as well as the average price of a good over the lifetime of a game. I never cared to track shorter-term price fluctuations since it wasn't important to why I wanted the data, but I easily could have. One thing I can say with absolute confidence, however, is that your prices were usually way off, both in what I inferred from the global stats and my own personal experience.
I first get the avarage price of a lot that's selling, if it's selling.
And then, if it's selling, add the amount it's selling times the price to a variable.
Then I devide the variable by how many were sold of it's kind.
I have yet to see this up, I think youre trying to run too many projects at once :o
True, but it WAS up before.