my quick read up reveals they were just very early designs for the corporal rank right at the outset of unification . There might be more to it though <| sep |> Ok thanks for the explination . They need to see the ball before making a move . Still seems kinda difficult but not complete BS . <| sep |> I believe it was a total of six <| sep |> Stupid fucking gimmick plays they always waste a down <| sep |> I ' m working on this right now actually . The way I ' m structuring it is there ' s a single baseline resource which has a value equal to 1 . This can be food , fuelpower , whatever works for the setting you ' re in . all raw materials have a time they take for one person to produce , which is just held constant . They have a base price that is basically the cost it would take for that person to produce the resource full time sell it on the open market , and survive . demand defined as the number of agents in the simulation who want to buy that respurce and supply the number of agents who are producing that resource go into a formula that determine how much profit an agent can get for their goods . Final price base price profit . derived goods follow the same formula , except they ' re based on the price of raw materials used to produce them . agents are periodically added to the simulation . When they are added , they select a job that allows them to maximize personal profit , which of course lowers the overall price of the good in question , since supply increases . With this system , you only really need to finetune the raw resources by the cost of production , everything else gets priced out automatically . Prices also tend towards equilibrium for every good , and attempts to manipulate the market are thwarted in the long term .