Author Topic: Reworking Trade  (Read 108297 times)

De-Legro

  • Honourable King
  • *****
  • Posts: 3838
    • View Profile
Re: Reworking Trade
« Reply #75: February 07, 2012, 02:07:38 AM »
Crap... Gotta run to a marketplace. There seem to be so few around... None of my characters have had a chance to get to one yet.

This is extremely limiting, compared to what we used to be able to do. We can't use food against individual dukes anymore (a strategy used by many over the years). Also, this assumes that everyone at "peace" is viewed equally, and all "allies" are valued the same, etc. Furthermore, "can trade/can't trade" is far, far away from preferential/discriminating price policies. I also don't see why we are implementing new features based on the old diplomacy system, when "peace/alliance/etc." is supposed to end up scrapped.

Because the new system is not going to be implemented any time soon. Treaties aren't on the near horizons, sorry

In terms of preferential price polices, it works the same as always. You had to know when caravans were going to arrive for the old system to work anyway, there was no magic button. So now you have to set up buy/sell orders when the appropriate part is ready to fill them. Pretty simple really

The way people used the old system for preferential/discriminating price policies was never intended at any rate. It was a artefact of people micromanaging the system. Do you really think the design process went along the line of, oh and some super active or motivated people will be able to organise food sales to occur just as caravans are arriving or a trader is ready to do the trade?

Anyway the Luria's have been having good success with just putting up a buy order when we know the other party is ready to purchase the food, allows us to set the price for each buyer.
Previously of the De-Legro Family
Now of representation unknown.