# Farm Economy:...

About this model

# Farm Economy: Geography-Based Open Economy Simulation

## Overview

Farm Economy is a simplified open economy simulation where each player owns a town specialized in a specific industry.

No town can produce all resources independently.

Players must trade resources through a shared market to sustain production and expand their economy.

The simulation focuses on:

* Resource production * Resource conversion * Supply and demand * Interdependent production chains * Trading between specialized towns

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# Town Types

## Wheat Farm Town

Produces:

Wheat

Action:

Harvest Wheat

Consumes:

1 Fuel

Produces:

10 Wheat

Purpose:

Primary food producer.

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## Flour Mill Town

Produces:

Flour

Action:

Mill Wheat

Consumes:

2 Wheat 1 Fuel

Produces:

1 Flour

Purpose:

Processes food resources into higher-value goods.

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## Palm Plantation Town

Produces:

Palm Fruit

Action:

Harvest Palm Fruit

Consumes:

1 Fuel

Produces:

10 Palm Fruit

Purpose:

Raw material supplier for fuel production.

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## Refinery Town

Produces:

Fuel

Action:

Refine Fuel

Consumes:

2 Palm Fruit

Produces:

1 Fuel

Purpose:

Energy supplier for the entire economy.

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# Resource Flow

Palm Fruit ↓ Fuel

Fuel ↓ Wheat

Fuel ↓ Palm Fruit

Fuel + Wheat ↓ Flour

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# Core Resources

## Wheat

Produced by:

Wheat Farm Town

Used by:

Flour Mill Town

Base Price:

10

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## Flour

Produced by:

Flour Mill Town

Used for:

Town upgrades

Base Price:

25

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## Palm Fruit

Produced by:

Palm Plantation Town

Used by:

Refinery Town

Base Price:

8

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## Fuel

Produced by:

Refinery Town

Used by:

All production activities

Base Price:

20

---

## Money

Used for trading.

Starting Value:

100

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# Economic Dependency

Wheat Farm Town needs Fuel.

Palm Plantation Town needs Fuel.

Flour Mill Town needs Wheat and Fuel.

Refinery Town needs Palm Fruit.

This creates a circular economy.

Without Fuel:

* Wheat production stops. * Palm production stops. * Flour production stops.

Without Palm Fruit:

* Fuel production stops.

Without Wheat:

* Flour production stops.

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# Trading System

All resources are traded through a Global Market.

Players can:

* Buy resources * Sell resources

Resources available for trade:

* Wheat * Flour * Palm Fruit * Fuel

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# Dynamic Pricing

Prices change according to supply and demand.

Formula:

Price = Base Price × Demand ÷ Supply

Examples:

High Wheat supply:

* Wheat price decreases.

Low Fuel supply:

* Fuel price increases.

High Flour demand:

* Flour price increases.

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# Town Progression

Each town can upgrade production facilities.

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## Wheat Farm Upgrade

Requires:

5 Flour

Reward:

+50% Wheat Production

---

## Flour Mill Upgrade

Requires:

5 Flour 5 Fuel

Reward:

+50% Flour Production

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## Palm Plantation Upgrade

Requires:

5 Flour

Reward:

+50% Palm Fruit Production

---

## Refinery Upgrade

Requires:

5 Flour 5 Palm Fruit

Reward:

+50% Fuel Production

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# Interactive Actions

## Harvest Wheat

Consumes:

1 Fuel

Produces:

10 Wheat

---

## Harvest Palm Fruit

Consumes:

1 Fuel

Produces:

10 Palm Fruit

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## Refine Fuel

Consumes:

2 Palm Fruit

Produces:

1 Fuel

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## Mill Wheat

Consumes:

2 Wheat 1 Fuel

Produces:

1 Flour

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## Buy Resource

Interactive Trader

Consumes:

Money

Produces:

Selected Resource

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## Sell Resource

Interactive Trader

Consumes:

Resource

Produces:

Money

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# Machinations Nodes

## Interactive Nodes

* Harvest Wheat * Harvest Palm Fruit * Refine Fuel * Mill Wheat

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## Pools

Player Wheat

Player Flour

Player Palm Fruit

Player Fuel

Player Money

Market Wheat

Market Flour

Market Palm Fruit

Market Fuel

Market Money

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## Trader Nodes

Buy Wheat

Sell Wheat

Buy Flour

Sell Flour

Buy Palm Fruit

Sell Palm Fruit

Buy Fuel

Sell Fuel

All trader nodes should be Interactive.

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## Gates

Fuel Refining

Palm Fruit → Fuel

Flour Milling

Wheat + Fuel → Flour

Town Upgrades

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## Registers

Wheat Price

Flour Price

Palm Fruit Price

Fuel Price

Supply

Demand

Production Bonus

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# Success Criteria

The simulation demonstrates:

* Specialized production. * Resource dependency. * Trading behavior. * Supply and demand. * Dynamic pricing. * Open economy driven by player interaction.

No town can operate efficiently without resources from another town.

"# Farm Economy:..." is a public Machinations diagram shared in the Community by naba bula, with 72 components.

It was created in May 2026 and last edited in June 2026.

Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.