Syrus127
Recruit

In my latest run I've been trying to not do the basic old smithing strategy for making money and instead rely on trading.
In the runs before I've already noticed shortcoming with it, but I wanted to see it to the fullest extend. It is not an enjoyable experience.
The main issues I see with trading is that supply and demand are way too low, even with a small caravan I can easily outdo the demand for all but low-paying goods, usually food. Often times any profit is gone after selling two or three items, at best netting a profit of maybe 500 when you get a really low buy and high sell price.
Not to mention the high weight limiting the profit. One could go and make gold off of selling grain, for which a higher demand exists compared to, for example, leather, but the high weight makes it tedious at best.
Besides supply and demand and the carriable amounts being too low due to the high weight, the trade rumors finish the trade system off for good.
Often times I would see a good rumor and go for it, and by the time I get there the price has imploded to a tenth of what the rumor said, or I would see rumors for a town I just had been to, which foretold of great profits, despite just having sold those exact goods there and knowing that the price is not what the rumor claims it to be. This is much exacerbated due to the low demand, as, as stated before, the price implodes by just selling often less than half a dozen items, so if even a single caravan got there before you, tough luck. I've seen rumors say something I bought would sell for 500+ gold, but when I got there it is down to 80 gold.
By now I'm running a mod which allows me to see the profit I could make as well as doing away with the trade rumors and actually showing me how much I will make in all towns (around) for a trade good and even with all that, trade is not a very worthwhile or enjoyable option, compared to the much more predictable and steadier income of smithing (or taking out enemy parties and selling the loot).
Distances also don't matter as much, as trade goods are spread all over the place, not breaking the map into regions where such trade goods are produced. Regions should not produce all kinds of different trade goods but have more specific products instead, so that trade between these regions is more worthwhile. Maybe more trade goods would also be helpful for this.
(Not to mention trade caravans and workshops being horribly unprofitable as well, in most cases.)
In the runs before I've already noticed shortcoming with it, but I wanted to see it to the fullest extend. It is not an enjoyable experience.
The main issues I see with trading is that supply and demand are way too low, even with a small caravan I can easily outdo the demand for all but low-paying goods, usually food. Often times any profit is gone after selling two or three items, at best netting a profit of maybe 500 when you get a really low buy and high sell price.
Not to mention the high weight limiting the profit. One could go and make gold off of selling grain, for which a higher demand exists compared to, for example, leather, but the high weight makes it tedious at best.
Besides supply and demand and the carriable amounts being too low due to the high weight, the trade rumors finish the trade system off for good.
Often times I would see a good rumor and go for it, and by the time I get there the price has imploded to a tenth of what the rumor said, or I would see rumors for a town I just had been to, which foretold of great profits, despite just having sold those exact goods there and knowing that the price is not what the rumor claims it to be. This is much exacerbated due to the low demand, as, as stated before, the price implodes by just selling often less than half a dozen items, so if even a single caravan got there before you, tough luck. I've seen rumors say something I bought would sell for 500+ gold, but when I got there it is down to 80 gold.
By now I'm running a mod which allows me to see the profit I could make as well as doing away with the trade rumors and actually showing me how much I will make in all towns (around) for a trade good and even with all that, trade is not a very worthwhile or enjoyable option, compared to the much more predictable and steadier income of smithing (or taking out enemy parties and selling the loot).
Distances also don't matter as much, as trade goods are spread all over the place, not breaking the map into regions where such trade goods are produced. Regions should not produce all kinds of different trade goods but have more specific products instead, so that trade between these regions is more worthwhile. Maybe more trade goods would also be helpful for this.
(Not to mention trade caravans and workshops being horribly unprofitable as well, in most cases.)






