Havada
Recruit
As in the title - I played for 2 days as a merchant and I had grreat fun (I didn't buy caravans and workshops tho because I heard they may bugged/unbalanced). Here are my thoughts:
1. Villages aren't changing prices during the trade. Is it intended? Sometimes a village is offering a very high fixed price for some trade good. For example: a village has 100 x fish to sell for 12 each and 1 000 gold in the bank. So, if I will buy all these fishes, it will have 13 000 gold ready to spend. Then I notice that the village is willing to buy, let's say, silver ore for a very decent price (let's say, for 230 when I bought it for ~120). It gives 56 silver ore sold at a fixed, very high price, which absolutely can't be achieved in a town. Usually the best (and both quality and quantity) trade profits I get come from villages.
2. I had this thought about inflation. Wouldn't it be a good idea to add it to the game? It would help in keeping the numbers on a reasonable level and also it would encourage players to make the cash flowing all the time instead of banking it up. I'd suggest around 0.5%/day inflation (to make things transparent, player would just lose 0.5% of his banked gold daily). It's 500 gold lost per 100 000 gold banked per day which seems reasonable. 0.5% may be too high, it depends on how the economy will be balanced in the end.
3. Information about the average price we paid for a particular trade good in our inventory. For example:
> you have 100x fish in your inventory from which you bough 50x fish for 10/each and 50x fish for 12/each
> on the fishes in your inventory there will be a number "11" in, let's say, purple, which reminds you how much on average did you pay for them
4. It would be great to be able to buy a land without becoming a vassal. Let's say that you'd be able to buy a maximum of one village from every existing fraction and one castle in total (so if there'd be 5 fractions, you'd be able to have 5 vilages and 1 castle without being a vassal). Cash opens all the doors, isn't it?
1. Villages aren't changing prices during the trade. Is it intended? Sometimes a village is offering a very high fixed price for some trade good. For example: a village has 100 x fish to sell for 12 each and 1 000 gold in the bank. So, if I will buy all these fishes, it will have 13 000 gold ready to spend. Then I notice that the village is willing to buy, let's say, silver ore for a very decent price (let's say, for 230 when I bought it for ~120). It gives 56 silver ore sold at a fixed, very high price, which absolutely can't be achieved in a town. Usually the best (and both quality and quantity) trade profits I get come from villages.
2. I had this thought about inflation. Wouldn't it be a good idea to add it to the game? It would help in keeping the numbers on a reasonable level and also it would encourage players to make the cash flowing all the time instead of banking it up. I'd suggest around 0.5%/day inflation (to make things transparent, player would just lose 0.5% of his banked gold daily). It's 500 gold lost per 100 000 gold banked per day which seems reasonable. 0.5% may be too high, it depends on how the economy will be balanced in the end.
3. Information about the average price we paid for a particular trade good in our inventory. For example:
> you have 100x fish in your inventory from which you bough 50x fish for 10/each and 50x fish for 12/each
> on the fishes in your inventory there will be a number "11" in, let's say, purple, which reminds you how much on average did you pay for them
4. It would be great to be able to buy a land without becoming a vassal. Let's say that you'd be able to buy a maximum of one village from every existing fraction and one castle in total (so if there'd be 5 fractions, you'd be able to have 5 vilages and 1 castle without being a vassal). Cash opens all the doors, isn't it?