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Exchange rates off #5987

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DorpsGek opened this issue Apr 14, 2014 · 5 comments
Closed

Exchange rates off #5987

DorpsGek opened this issue Apr 14, 2014 · 5 comments
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component: interface This is an interface issue flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)

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@DorpsGek
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burninghey opened the ticket and wrote:

I'm playing with euros as game currency, and it feels very wired when someone says, "oh just got 2 million" (gbp) when its actually 4 in euros.

It may not be possible to be very specific here. But its more like 1 gbp = 1 eur than 1 gbp = 2 euro like ingame. In fact, 1 gbp = 1.2 euro over the past 5 years. I dont know if other currencies are this wrong.

I would like to suggest to review the ingame currency exchange rates, and make them equal to real exchange rates from past few years. At least more equal than now ;)

Reported version: 1.4.0
Operating system: All


This issue was imported from FlySpray: https://bugs.openttd.org/task/5987
@DorpsGek
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burninghey wrote:

The static const are set in src/currency.cpp . Approx. half of entries are off. I could make a new version, but I'm unsure about the approach.

Should i take the historical average from past 10 years? past 5 years? Should i take the exchange rates for now-euro-currencies from the year of euro-arrival for that one?


This comment was imported from FlySpray: https://bugs.openttd.org/task/5987#comment13236

@DorpsGek
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frosch wrote:

The conversion rate only affects the display of currency amounts. It does not affect the game mechanics. As such currency factors change original pound prices into different numbers.

Thus I have a counter proposal: All fractional exchange rates are removed, only pleasing factors like 1, 2, 5, 10, 20, 50, ... are allowed.

This has these advantages:
- Round numbers remain round numbers: E.g. the loan interval of 10k£ is converted into 20k, 50k, 100k, ... or similar, but not into 13734.
- The conversion rates are still capable of representing vast differences in worth, like 1€ = 2000 lira (but not 1936.27 lira).

Using exact conversion rates has no advantages:
- Conversion rates change over rate, so any exact rate is completely arbitrary.
- Prices in OpenTTD have no relation to real world prices. Even when not using inflation in OpenTTD, I am not aware of anyone having tried to balance the game using historically correct purchase prices.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5987#comment13240

@DorpsGek
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mb wrote:

I am not aware of anyone having tried to balance the game using historically correct purchase prices.

The DB Set uses historically correct purchase prices.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5987#comment13241

@DorpsGek
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Rubidium wrote:

Having to review the actual currency rates is not something that is going to work in the long run. Furthermore, having currency rates change during the game can cause some nasty surprises too.

In any case, definitely not a bug that can be fixed correctly... unless you're suggesting that we are going to model the different currencies throughout history...


This comment was imported from FlySpray: https://bugs.openttd.org/task/5987#comment13267

@DorpsGek
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andythenorth closed the ticket.

Reason for closing: Won't implement

Not a current gameplay goal for OpenTTD. The goal of equivalence can be met by everybody using the same currency. Flyspray clean up, closing. Thanks :)


This comment was imported from FlySpray: https://bugs.openttd.org/task/5987

@DorpsGek DorpsGek added component: interface This is an interface issue flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) enhancement labels Apr 7, 2018
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