I guess real "Alien War" would be a great alternative approach, I'd play that. It would probably require a lot of new mechanics though, like actions undertaken by governments, regular battles and so on. Well maybe not necessarily "require", but they would be cool, no? Because if it's a real war, let's have a real war! (Though not total war, the aliens don't want to destroy us - that much is said in the losing outro.)
I'm not up to that much of a mod. I was a C programmer through most of the late 70's to early 90's, but Carpal Tunnel Syndrome did me in. Since 1994, the only programming I have done has been in scripting languages, with the exception of teaching myself Python a few years ago. I know nothing at all about GIT, YAML, SDL, or even the "canon."
On the other hand, I've been thinking about "canon" since it is apparently important. Hang on while I write some fiction and see if we have something worth working on:
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Faceless Government Bureaucrat: Now that you have your bases, we'd like you to build some equipment for the government, strictly on the QT. We'll pay you for them at the posted rate. Here's the list.
Xcom Commander: [scans the list] Great, we can make a lot of profit off Laser Cannons. You'll be getting about 1000 per month from now on.
FGB: What about the other items on the list?
CDR: Oh, that's on you. The Laser Cannon makes the most profit, so that's what we will make the most of. I need to run the bases.
FGB: We are paying you a stipend every month to run bases. You should build us what we want.
CDR: No, you are paying me to fight off the aliens and keep it quiet. Anything we need that exceeds the amount you give us we have to figure out how to get on our own.
FGB: But we don't need 12,000 Laser Cannons next year. We need maybe 1000 for the Presidential Guard. We need other items too, like the Mind Scanners so we can find out who learns about the alien invasion and wipe their memories.
CDR: Hey, I appreciate your problem, but the price list is yours. As long as you are paying the most for Laser Cannons, that's what you are going to get.
FGB: [Gawdammit! I thought the government had a monopoly on money-grubbing, rulebook quoting, feather-bedding, self-interested people!]
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Ok, so how should this be designed? What makes prices high? Newness and Scarcity. What makes prices low? Old technology and Oversupply. So how could this be implemented?
First, we need a base price level for each item that can be manufactured. Suggestion: Calculate how many engineers could work on something using a single workshop, producing as many of those something as possible for a month. Total up all the costs of production. Divide by the number of items produced in a month. Multiply by 1.2. That's your Base Sale Price for the item. It's fixed and never changed.
Second, the month research gives a new item to be produced and sold:
Current Sale Price = Base Sale Price * (3 + .2 * random number)
Next each month the actual sale price of an item is recalculated as follows:
Current Sale Price = Current Sale Price * .95 * .95 for each time the item was sold during that month.
So what happens? A newly discovered item is worth a lot of money, but that price degrades by 5% each month, and by 5% more each time the item is sold. It will eventually drop below the value of other items which can be manufactured and sold.
Now, if you don't use economics, you can ignore it and nothing changes.
If you do use economics, you have to pay more attention, because you can't just make Laser Cannons and never worry about it. And because of the randomness, you can't depend on a spreadsheet to give you the quick answer.
Of course, it would be nice if there was an indicator on the production screen, perhaps writing the item in yellow when it's sale price is less than 130% of production cost, and red when it drops below production cost.
Well, it's an idea. And I don't think it would be difficult to code. I'll do it myself, although I'd appreciate it if someone could point me at the file(s) that need changes, so I don't have to go hunting.