Introduction
So, I wrote this on the irc channel:
[11:43] <jacko_> i wish trading would somehow increase prosperity
[11:43] <jacko_> so traders would be a welcome addition to a territory
[11:44] <jacko_> so you could "work" a clan area, and still not be a burden to the clan by hogging PE
[11:45] <jacko_> perhaps selling could have a chance to effect prosperity, either by random chance or by a very small amount for each "sell".
[11:46] <jacko_> (you'd still have the random prosperity factor to "deal with", but at least you could affect it somewhat)
Seeing it was just before noon, and most people on irc are lazy students ( ), I figure I better make a real suggestion on the forum instead: Suggestion:Trading, or rather
selling, would affect a Fiefs prosperity.
As it is right now, a Trader will, in the inevitable Clan owned Territory, lessen a fiefs Production Efficiency (PE) by crafting. To offset this, selling goods should increase prosperity. This could also be affected by "Faraway Goods Bonus" (FGB), so the further you have travelled, the more luxurious and lucrative the goods will be, increasing the Prosperity more then goods coming from a closer destination.
All numbers below are just examples.
Proposal A:
-Selling would increase the overall prosperity (of a town) by town tax.
-Raise prosperity random factor to +-1.5/24h instead of +-1
-Cyclic Prosperity: Prosperity decays after +4, for 5 days, to 0 (temporarily removing the random prosperity).
-Crafting would decrease the prosperity of a village by 0.01 each item crafted. Proposal B: -Selling would increase the overall prosperity (defined by "town tax"), only available to towns.
-"Prosperity worth of goods" Depending on the FGB and the worth of the goods. The more expensive the goods, the more the Prosperity will be affected (and tax). -Cap prosperity at +3, the only way for it to go higher would be by selling goods to the fief.
-By selling goods with a FGB of under 200%, prosperity can only raised to +4.
-To get a prosperity over +4, you would need trade caravans that have a FGB of over 200%.
-Cyclic Prosperity: Prosperity decays after +5, for 5 days, to 0 (temporarily removing the random prosperity).
-Crafting would decrease the prosperity of a village by 0.01 each item crafted. -Plus prosperity via selling only available to towns (town tax that can be set by players).