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What I'm curious about is how they derive land value in the first place. Do they have an actual supply and demand model driving it?
by larsiusprime 2y ago
What I'm curious about is how they derive land value in the first place. Do they have an actual supply and demand model driving it?
- amenhotep 2y agoIn games like this it tends to be based on a somewhat simplistic model of proximity to services. Being well served by schools, hospitals, bus stops, train stations, emergency services, electricity, plumbing, etc, drives the value of a tile up. Road noise, pollution, crime, disease, garbage, buildings that have been crushed by Godzilla, etc, drive the value of surrounding tiles down. Potentially there could be some sort of demand based model implemented on top of this? But the simulation of demand is going to come down to this abstract "how much does the computer like this tile" value anyway - the citizens are not actual people with actual preferences - so I'm not sure how much it would add.
- Tiktaalik 2y agoAll this makes sense and this is how I would do it. However there needs to be something whereby if the player adds more new properties of equal land value, then this depresses and moderates the land value of existing properties. Scarcity of high value properties should increase their own land value. Supplying more of them should lower their land value. If they don't have that sort of system then rent can only ever increase and the simulation is flawed.