Author Topic: Rethinking trade, so it might work a bit better. *updated 7/11  (Read 3717 times)

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Offline PhantomZero

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Re: Rethinking trade, so it might work a bit better.
« Reply #15 on: October 19, 2011, 05:34:12 pm »
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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!
« Last Edit: October 19, 2011, 05:36:06 pm by PhantomZero »
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Offline ManOfWar

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Re: Rethinking trade, so it might work a bit better.
« Reply #16 on: October 19, 2011, 05:40:48 pm »
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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!

Gotta love that my old friend(far away goods)  bonus
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Offline chadz

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Re: Rethinking trade, so it might work a bit better.
« Reply #17 on: October 19, 2011, 06:12:30 pm »
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Man transport tycoon was so awesome

Offline Erasmas

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Re: Rethinking trade, so it might work a bit better.
« Reply #18 on: October 19, 2011, 06:14:35 pm »
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I truly LOL'ed
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Offline Tristan

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Re: Rethinking trade, so it might work a bit better.
« Reply #19 on: October 19, 2011, 08:56:56 pm »
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Man transport tycoon was so awesome

Hey, I am gonna be a jerk and interpret that as if you actually liked my suggestion.

Woot!

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Offline Turboflex

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Re: Rethinking trade, so it might work a bit better.
« Reply #20 on: October 19, 2011, 10:29:08 pm »
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that F.A.G. bonus is a risky activity with some serious downsides, especially when unprotected.

Offline FRANK_THE_TANK

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Re: Rethinking trade, so it might work a bit better.
« Reply #21 on: October 20, 2011, 10:41:23 am »
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Indeed
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Offline LLJK_Simonslays

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Re: Rethinking trade, so it might work a bit better.
« Reply #22 on: October 20, 2011, 11:47:41 pm »
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that F.A.G. bonus is a risky activity with some serious downsides, especially when unprotected.

Not if you already have aides (to help you move the goods)

Offline Thomek

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Re: Rethinking trade, so it might work a bit better.
« Reply #23 on: October 21, 2011, 02:38:08 am »
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transport tycoon and now OpenTTD is awesome of course..

But I always found the economy totally unsatisfying as it was always too easy to get a good surplus. The challenge was rather to build an interesting train network..
Of course, there were no wars to waste money on.

But a marketplace in every city would be interesting.. Would open up for hardcore trading and cartels. How hard would it be to code? :-D

Lot's of empires throughout history were based on trading and hustling others with a lesser understanding. It is the reason the nation of Netherlands exists today i.ex..

Give us some interesting tools to play with chadzius!

edit:
chadz:
"Could items be put on a market in villages and such?
I am coding a towncenter as we speak. It will be only available in towns. You can put goods and/or equipment up for sale. People can buy from the stack, either some or all items. The money will be saved in the towns bank and can be recovered when you re-visit the town."
« Last Edit: October 21, 2011, 02:40:10 am by Thomek »
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Offline kinngrimm

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Re: Rethinking trade, so it might work a bit better.
« Reply #24 on: October 22, 2011, 05:23:14 am »
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In addition to the OP's system, to encourage players to trade and make it easy for every one of the players and the faction,
add a gold pool named "Treasure Chest"

So you make some goods or gear, go to a place and sell them go back and forth or anywhere the player wants to go for a trade.
Any one who sells anything puts his gold automaticly into the Treasure Chest.

Then he can craft trade goods again. When he crafts gear he takes gold out of that Treasure chest. This in combination perhaps with a set amount of gear to be produced, he stops crafting when that amount is reached.
Buying gear to equip armies in addition to the crafted gear can only be done f.e. by rank 7+

This way all members have more to do and are free to do it on their own without the need of a massive organizational overhead and factions are still able to plan with the gold at hand in the Treasure Chest.

---------------
also i'd like to see that the efficency to produce a product goes down when the goods needed for them are not reaching a needed limit. Players who are working there would reduce the goods but not or not so much the efficency directly.
Prices should still have prosperity influence but also when demand is high(less efficency, many players working there, no goods coming in) then the price should go up. When the village is with constant support of goods(stockpile?) and therefor there is a high efficency, the price for the goods mainly needed there to be sold should go down.
« Last Edit: October 22, 2011, 05:37:27 am by kinngrimm »
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Offline Tristan

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Re: Rethinking trade, so it might work a bit better.
« Reply #25 on: October 24, 2011, 03:59:57 pm »
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A sort of "corp wallet" would make sense and lower micromanagement a great deal. However your suggestion might be a bit too automated. Maybe there is a combination?

@Current strat:

It's really an issue that the most valuable villages in current strat is the poorest. You can always find a rich place to sell the goods, but finding the valuable poor villages is where the fight will be. Who doesn't want to own a dirt poor village that can produce goods at 3 gold. Those poor guys make your rich.

Strat paradox?

« Last Edit: October 24, 2011, 04:11:01 pm by Aemaelius »
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Offline Tristan

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Re: Rethinking trade, so it might work a bit better.
« Reply #26 on: October 24, 2011, 06:26:04 pm »
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No one else got anything to add?
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Offline Tristan

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Re: Rethinking trade, so it might work a bit better. *updated 7/11
« Reply #27 on: November 07, 2011, 03:35:56 pm »
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Updated OP with another point.
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Offline Bjarky

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Re: Rethinking trade, so it might work a bit better. *updated 7/11
« Reply #28 on: November 07, 2011, 09:01:47 pm »
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yes, we're getting somewhere, i'm starting to like this  :D

Offline Tristan

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Re: Rethinking trade, so it might work a bit better. *updated 7/11
« Reply #29 on: November 13, 2011, 01:42:36 am »
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He is despised and rejected of men; a man of sorrows, and acquainted with grief. He was oppressed, and he was afflicted, yet he opened his mouth.