Do you guys think simpler, incomplete mechanics that work as placeholders would be helpful for developing the finalized economic system, or that they would slow down progress towards a complete economic system? By placeholder mechanics, I mean like direct mechanical rules in behavior and simplified heuristics. By direct mechanical rule, traders would always pay a certain ratio higher for weapons during war time. By simplified heuristic for example: sites will always make sure they have sufficient food first, even if allowing the poorer demographic to starve would result in higher profits for the upper class actually controlling trading (and thus be more realistic).
I think this question is relevant to the overall course of our discussion, whether we should try to come up with a simpler system for prices that can be expanded, or to directly work out the implementation for world and fortress economy together.
For short term changes I think Aquillion had the right approach.
In any case, measuring value quickly becomes complicated (outside of supply-and-demand, which is obvious but not enough on its own.) There are a number of categories it would probably want to consider, weighted by things like cultural values:
Military use
Military equipment you can use has this value; stuff you can't (armor in the wrong sizes, weapons your culture doesn't train with, etc) would normally have reduced value here, although they might still have ascetic or cultural value, or be useful if the civilization has a 'niche' use for them (eg. they might not use a weapon for their normal troops, but a few could still be valuable for special forces or somesuch.) Material and quality also matter a great deal. The AI needs a way of determining which equipment is 'best' anyway, for all sorts of other things.
Food value
Most food has to be preserved enough to transport to wherever you intend to sell it, although merchants might want to buy enough to feed themselves for the journey. Really, this could be divided into "rare spices and exotics" (below) and "raw grain, etc to feed cities that don't produce enough on their own", which are very different values; what I'm referring to here is mostly "ability to keep people from starving to death." To a certain extent, though, this is covered by supply and demand.
Exoticness
Things you can't produce yourself have a higher value. This is part of supply and demand, but also recognizes the fact that eg. exotic foodstuffs or curiosities have a natural value to the upper class. The higher-quality dwarfwork might also be worth more to non-dwarves, since they don't seem to be able to produce craftsmanship of that quality themselves.
Aesthetic value
Aesthetic value gets even more complicated, because different people like different things. I would categorize it according to spheres and concepts (minimal styles, realistic styles, abstract styles, cultural styles for specific cultures, etc), and have different people and civilizations tend to prefer certain ones, which may change in response to other events. Obviously quality counts for a lot here. Materials, instead of having set dwarfbux values, could have ascetic spheres attached, with some (eg. shininess, opulence, etc -- the ones that appear on silver and gold) being weighted to have cultures tend to value them more. This is the hardest category, because supply and demand don't totally explain it (any high-quality work of art is unique, but people will value them differently, and the reasons aren't easy to explain.)
Symbolic value
Items with histories might have this, especially if the history is relevant to the people considering it. Additionally, artistic works might have symbolic value if their subject has symbolic value -- eg. elves might place more value on a work of art that shows a sacred tree or a great elvish victory, and less value on one of a great elvish defeat. (Though it's hard to say -- a great elvish defeat would still be relevant to them and therefore might appeal to certain melancholy or thoughtful elves, whereas a battle totally unrelated to them might be valued lower.)
Adding separate categories of value to the RAWs, with fixed modifiers to those categories to get final price, would provide the backbone for the AI to start making more complex judgments. I think metals needs separate RAW tags to indicate to the AI how valuable they are for edged weapons, blunt weapons, rigid armor, and flexible armor, along with an aesthetic value tags. Same goes for weapons. A short sword and a long sword may have equal aesthetic value, but the long sword if more valuable as a weapon to races that can wield both one handed.
There are probably a bunch of cases were good good have RAW tags manually adjusted to help the AI make choices. The issue is how much will this feature actually contribute to the final economic system.
Anyway, so additional value tags will help game AI make better price/value judements. The other part of it is:
if you have a goal of real production and real consumption of allg oods -- which i think is a pretty good and reasonable basic goal -- then you really do need a hierarchy like this as a fundamental tool. You can ditch the self actualization versus emotional happiness and crap at the top, but you need the base: PHYSIOLOGICAL -> SECURITY -> OTHER STUFF. That's all.
OTHER STUFF here can be represented by other localized, easier to code, less-meta methods.
I think the separation of trading into categories like that is definitely the right choice short-term, and it has a decent chance of contributing to the final developed system. Maybe there are other categorizations to consider, while still keeping the same basic priorities.
A few categories to consider:
Critical Short-term: Sustenance food primarily (for all races lacking the NOEAT tag), sustenance drink for dwarfs (and other races that need alcohol), medicine during plagues (when that get implemented),
Critical Capital: Axes (for races that cut wood), Pick (for races that dig out site and/or for races with metalworking), Anvil (for races with metal working), storage for food (food spoils without storage), other must-have tools (as they are implemented), coal/metal for smelting basic quantity of metal, bare minimum furniture (just enough beds for dormitories)
Security: Weapons, Armor, metal/raw material for weapons and armor (use the additional value tags previously discussed to determine how to prioritize, value and price metals in armor and weapons), coal/charcoal for forging weapons/armor, bribes/tribute/money for mercenaries
Non-critical Capital: Hives (beekeeping is nonessential but useful), Jugs(to store honey), mine carts (to make mining more efficient, but not necessary), extra storage (storage is nonessential for non-food items), nest boxes (priority depends on number of egg layers), fire-proof materials (for kilns, smelters, glass furnaces), coal/charcoal for smelting extra metal, other tools for nonessential industries (as they are implemented)
Commodities: Crafts/toy/instruments (once individual actually use them), nicer quality food, extra food, drinks (for races that don't need alcohol), furniture for individual rooms, other decorations or happiness boosting items that are not necessary (as they are implemented)
Luxury Items: Maximum quality/max value food, maximum quality furniture and other items, gems/gem decorated items, maximum value furniture and other items
The AI could first always make sure it has enough short term critical good, then make sure it has critical capital, then invest on security or non-critical capital, then make then maximize value/profit on commodities and luxuries. The categories also help with other choices. A rich upper class and poor lower class may lead to focus on luxury items while the lower class starves. A site aiming for economic development may invest heavily in non critical capital. A newly established site could focus on critical capital.
Supply and demand curves take over in the areas of nonessential capital, commodities, and luxuries (either directly implemented, or as an emergent effect). With critical good, critical capital, and security the curves may look weird/not exist (not implemented or not an emergent outcome).
Thoughts?
Sorry for walls of texts, I've been thinking on this topic for a few days. Try to just read the sections relevant to your ideas if you don't want to read the whole post.