Number of inhabitants increase if the fief is well supplied in its demands (pop growth also improves defense).
I like it, but it may make it too complicated with out some kind of trade over view so you can see with ease where a decent place to go sell would be. Otherwise you could wander the map for days trying to find some where to off your shit at a profit.
Another point would be that luxury items could accrue greater value over distance than other items.
The first step in any trade route has always been luxury items because they often can stand long slow journeys. Hence why the silk route is called the silk route, the first items traded were silks and spices.
That way food is a good short distance profit maker, reliable always in demand. Tools are good mid distance and best sold to places in need, like sieged cities to make weapons blah blah blah and Luxury items are the things you drag from one end of the map to the other. Offing them in the largest, richest cities.Sounds good.
Bolded part is part of the point. Trading is gambling/information gathering/planning. Not "ooh I can magically sense that that place will give me loads of gold!" That would be silly.
I think we are in danger of overcomplicating Strat and turning it into Transport Tycoon.
I think we are in danger of overcomplicating Strat and turning it into Transport Tycoon.
It already is Transport Tycoon.Nope, cost is quite important, too
Take trade goods with frivolous names and no real use, and ship them as far away as you can as fast as you can for the most money, the further the destination the more money and that is all that really matters.
Nope, cost is quite important, too
If you craft 25 gold good, it's going to cost you 13 gold to make it. If you sell it at a village with only a 5 gold item, even if you go from one extreme of the map to the other, it would sell for 23 gold. I don't know how long it would take to get from Kulum from Bariyye, but I can tell you such a trip would be a huge waste of time since if the situation was reversed and the two towns were right next to each other, you could craft for 3 gold and sell for 25 without even having a faraway goods bonus.
Yes and in Transport Tycoon this would be "Operating Costs" or upkeep consumed by the trains, the costs of purchasing the trains and track, you are missing the point.
The further the destination the more money and that is all that really matters in generating revenue.
If that helps you understand.
Yes making it at 3 and then selling it for 25 is a great deal, but making it and 3 and then selling it for 95 is even better!
Man transport tycoon was so awesome
that F.A.G. bonus is a risky activity with some serious downsides, especially when unprotected.