Re:Building an Economy Simulator from Scratch
by Ruddle on Saturday September 16, 2023 @07:56AM
(#37534029)
Author here,
In case all resources are equally owned, the QoL is bound to all of them (as opposed to none). It does take multiple purchases to increase the QoL, but it is the only way. Otherwise people would starve due to aboulomania.
The average QoL is sampled each end of day, step 73-75 depending on the random seed. At step 72 you are seeing the zeroth day average QoL ,with nearly all the intraday mutations of the first day.
For example, I see a farmer with 7 food, 7 water and 7 wood, buying water. According to the description, their QoL would be 7 both before and after the transaction, so they are not supposed to buy because there wouldn't be an increase of their QoL:
> People are potential buyers of the resources that increase their quality of life
Additionally the average QoL indicator seems wrong. This is what I see at step 72:
How can 3.0 be the average?