Wanderer
Recruit

I'd like to see the merchant side of things in the lands expanded more. The ability to become one of the caravan leaders, with more emphasis on skills and gaining them through trade then battle, and possibly hiring defenders/interceptors, like we do for the other caravans.
A merchant basically cannot get better at his trade unless he goes out and beats people over the head. This seems silly. It's also counter productive to trade if you need to be an expert archer and spend a lot of time perfecting that.
There are two ways I could see this being modified.
1 ) Make it so you have to purchase the trader skills, like inventory management, trade, and so on. Make this price exorbinant so that you have to trade, and do it a LOT, to make the cash to be able to buy an upgrade, with exponential increments (say between ^1.4 to ^1.7). However, it shouldn't be level based, or if it is, you should only be able to raise charisma or intelligence on a 'purchased' level. I believe it should still be restricted to your base attributes, but I'm not entirely sure how to deal with this, without the 'purchase level' option, and only 'purchase' skills can be upgraded with the skill point if you take the INT one (the base skill point on a purchased level would not be available).
2 ) Allow for trade skills to be increased the same way your battle skills increase, on usage. It would require them being modified out of the existing skill tree for this though.
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Another thing I'd like to see that's previously discussed, but without mechanics, is either purchasing or building your own shop/goods creation.
Example. Tihr produces Dried Fish. For a price of say 1000x base price of the good, I can buy myself a fishing boat there. Once I've done that, I buy the goods from my own boat (purchasing it to pay for maintenance fees and the like) at 50% base price for the town.
These shops would produce 1 40lbs item a day (or perhaps some variant depending on the material, like velvet, might take longer). The more boats/mills I purchase, the faster I can create goods to take and sell. This will allow the avoidance of relying on the merchant to get their limited goods together, and I can load up on some rediculous amount of goods while I'm at my stores.
This wouldn't break the trade routes or balance of the routes much, as you'd still be traveling the same general distances, but would add more variety into the game.
If you sold them to the merchant in the town they're in, you'll get a cheap rate anyway, because the town is flooded with the good, but someone has to supply the merchant, you could simply become a supplier, but you'd be better off transporting it elsewhere.
This would give the players more investment in a community, and goals to strive for.
A merchant basically cannot get better at his trade unless he goes out and beats people over the head. This seems silly. It's also counter productive to trade if you need to be an expert archer and spend a lot of time perfecting that.
There are two ways I could see this being modified.
1 ) Make it so you have to purchase the trader skills, like inventory management, trade, and so on. Make this price exorbinant so that you have to trade, and do it a LOT, to make the cash to be able to buy an upgrade, with exponential increments (say between ^1.4 to ^1.7). However, it shouldn't be level based, or if it is, you should only be able to raise charisma or intelligence on a 'purchased' level. I believe it should still be restricted to your base attributes, but I'm not entirely sure how to deal with this, without the 'purchase level' option, and only 'purchase' skills can be upgraded with the skill point if you take the INT one (the base skill point on a purchased level would not be available).
2 ) Allow for trade skills to be increased the same way your battle skills increase, on usage. It would require them being modified out of the existing skill tree for this though.
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Another thing I'd like to see that's previously discussed, but without mechanics, is either purchasing or building your own shop/goods creation.
Example. Tihr produces Dried Fish. For a price of say 1000x base price of the good, I can buy myself a fishing boat there. Once I've done that, I buy the goods from my own boat (purchasing it to pay for maintenance fees and the like) at 50% base price for the town.
These shops would produce 1 40lbs item a day (or perhaps some variant depending on the material, like velvet, might take longer). The more boats/mills I purchase, the faster I can create goods to take and sell. This will allow the avoidance of relying on the merchant to get their limited goods together, and I can load up on some rediculous amount of goods while I'm at my stores.
This wouldn't break the trade routes or balance of the routes much, as you'd still be traveling the same general distances, but would add more variety into the game.
If you sold them to the merchant in the town they're in, you'll get a cheap rate anyway, because the town is flooded with the good, but someone has to supply the merchant, you could simply become a supplier, but you'd be better off transporting it elsewhere.
This would give the players more investment in a community, and goals to strive for.