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Suggestions / Re: Improved trading system
« on: July 04, 2019, 06:30:00 PM »
Although I think the language is a little harsh, I agree that the trading could use some significant overhaul. Trading is a real chore in the game for the reasons that the OP mentioned. It turns trading expeditions from a fun and exciting endeavor, to a dreadful and tedious experience of searching house to house, adding small items, starting trades over and over...
I agree that URW villages should not be like modern shopping malls, but perhaps there is a happy middle ground that could be reached. Surely a traveler could stop into a village and ask someone, "Hello sir - are there any woodsman axes around which you might part with?" rather than having to search house-to-house, for example. And with bartering, I agree it should be possible to "haggle" and little more and say "Ah ok, well then I will take back my 3 arrows and offer instead a knife?"
However, I don't think it's necessary to have a built-in "cost" for each item, because I don't think this is especially in keeping with the Iron Age spirit. The ideal would be a dynamic economic system where, for example, a farming village with a full crop of turnips in the fall season would not have any need for turnips, and a Driik village with plentiful iron might place less value on iron tools, a Seal Tribe village might pay a high price for iron but a lower price for furs and dried meat, etc. However, that's a long way off and I think the current system of pricing works fine for now.
I agree that URW villages should not be like modern shopping malls, but perhaps there is a happy middle ground that could be reached. Surely a traveler could stop into a village and ask someone, "Hello sir - are there any woodsman axes around which you might part with?" rather than having to search house-to-house, for example. And with bartering, I agree it should be possible to "haggle" and little more and say "Ah ok, well then I will take back my 3 arrows and offer instead a knife?"
However, I don't think it's necessary to have a built-in "cost" for each item, because I don't think this is especially in keeping with the Iron Age spirit. The ideal would be a dynamic economic system where, for example, a farming village with a full crop of turnips in the fall season would not have any need for turnips, and a Driik village with plentiful iron might place less value on iron tools, a Seal Tribe village might pay a high price for iron but a lower price for furs and dried meat, etc. However, that's a long way off and I think the current system of pricing works fine for now.