Demand mechanic

aluminium

Greenhorn
The price of crops changes depending on the demand of that crop. The price changes over time (perhaps every season?) and maybe a new tv-channel could announce the change, and what crop is popular at the moment.

I think a mechanic like this could encourage players to plant crops that they might not have planted otherwise (because it isn't as lucrative), instead of just planting the same thing over and over again.
 

Magically Clueless

Administrator
Staff member
I like this idea, fluctuating prices would definitely encourage more of a variety, though it might cause some unrest for minmaxers. still though, i think variety is the spice of life. could be an optional choice maybe since it does increase the difficulty in some way
 

Hazel

Farmhand
It would make the greenhouse even better if getting summer fruits in winter would indeed make more money. Or I could see a pregnant character having cravings for out of seasons items for which they'd be willing to pay more.
Besides the cost, maybe getting slightly more friendship points when you offer a loved out of season item would makes sense?
 

Person090

Planter
The price of crops changes depending on the demand of that crop. The price changes over time (perhaps every season?) and maybe a new tv-channel could announce the change, and what crop is popular at the moment.

I think a mechanic like this could encourage players to plant crops that they might not have planted otherwise (because it isn't as lucrative), instead of just planting the same thing over and over again.
That would be fantastic, the landscape is just ancient fruit and star fruit artisan goods. So I suggest there also be a drop in demand for certain artisan goods and crops so that other crops and artisan goods like tea can actually be viable for making money.
 

Rotan

Sodbuster
It should be determined by multiple factors say;

How much the player has sold (not grown)
Random AI data stuff
Some kinda pre-planned system at least for years 1-3

I like this idea.
 

Chililover

Planter
It should be determined by multiple factors say;

How much the player has sold (not grown)
Random AI data stuff
Some kinda pre-planned system at least for years 1-3

I like this idea.
a couple things that could determine the demand could be,

the amount of product the player has sold (if you sell 1000 consecutive bottles of wine demand would go down but if you don't sell it for 100 year demand will hit a peak)

there should be more demand if more npcs like or love said item.

quality ( if you sell 100 low quality grapes demand will plumit as you sell it. Basically demand never goes up. But the higher the quality the longer it stays in demand and the higher in demand it is)

weather ( if it rains for a couple days or every other day for a while, people will want comfort items like tea
And other stuff so demand will go up. But in a dry spell people want flavorful food juicy stuff like tomatoes apples plums and other fruits, wine preserves etc.)

a thing I would want is if you put milk in a keg you get egg nog but it's only in demand in the winter
And if a demand mechanic doesn't get added there could be a special ingredient only found at winter time.

Season ( most seasonal fruit irl is most in demand in the months it doesn't grow in. like apples they grow in fall, at least I hope or that makes me look like a fool. Back to the point apples would be in more demand out of season)

Birthdays ( This would be a small factor, but doesn't it make sense that around villagers birthdays they would buy there favorite foods and items etc)
Well that's all I can think of for now!
 

1313e

Sodbuster
Oh, I hadn't seen this one when I wrote my version of it (Market Economy).
As Lappy mentioned, mine is quite a bit more detailed and has basically all suggestions made here already in the original proposal.
Feel free to use that post in order to collect ideas into a single one.
 
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