I'm curious to see any mathematical modeling anyone has done based on the UTILITY of goods at various levels
An excellent idea, but pretty much impossible to guess for an individual.
(note for a macro perspective see the final paragraph)
1. You could easily add up exactly how many goods you need for research in each chapter, then
1b) Add up all guest race costs if applicable
2. Get a decent guestimate for how many you need to cater all of the provinces needed to unlock the next chapter
2b) ignore that and assume fighting to clear
3. The main problem: The tournament, as it is responsible for anywhere between 0-99% of your goods consumption depending on playstyle.
I am not talking about Elvenar production times here. I'm just using "time" as an understandable currency.
Since you did mention it though...time
IS the issue.
If we first accept that time&space are completely linked (using 1,000 squares for 24h or 500 squares for 2x24h produces the same) then we simply calculated how much space/time was needed at every stage in the game to make each tier of goods. 16:4:1 was never even close but 5:2:1 was reasonable in most chapters.
Note: the 5:2:1 "conclusion" is largely obsolete now as there have been some pretty huge changes in the years since it was calculated.
To some smaller players, tier 3 goods have greater marginal utility than they do to a larger player.
Maybe a player needs more of X than Y in chapter Z, but really that's largely irrelevant since
everyone in the entire game can make goods at a better ratio than 16:4:1.
Unfortunately, small players' demands almost don't matter to the market
at all. Larger players have far more trading partners and outproduce/consume them on such a scale that the supply-demand dynamics are messy.
A little analogy
- Everyone (including mom&pop) owns a farm and per acre they can produce either 5 eggs, 2 bread or 1 milk in a day.
- Mom&Pops have a kid and find that they need 10x as much milk as they do bread or eggs.
- Normally with supply and demand, their situation would have an impact on the market, and trading 5:2:1 would change.
- However, since all new/small families combined only consume 0.0000001% of the goods produced globally their consumption habits have near-zero impact on prices.
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Current valuations of goods I believe comes from the following:
- Most goods globally are used in the tournament.
- Most of those goods are from late-stage players.
- The tournament costs in the late stage are pretty close for each tier.*
- This means that the value of tiers(marginal utility) is about equal and the only consideration is the cost to produce which is measured in time/space.
*All attempts that I have seen to track tournament catering costs have failed due to loss of interest or inconsistency in recording, I took a sampling of 100 encounters across 3 accounts with ~2850 SS and there was only a 5% difference. I'd welcome more data, but I'm not willing to put in the time when there is a simple solution(ignore cross-tier trades)