Trade Caravans

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Phoenix234

Sergeant Knight at Arms
I was thinking back to the older pw mod when mining was implemented.

Remembering how miners would mine and use pack mules to transport the goods across the world, with outlaws and enemy factions raiding them.

Im wondering if something like that would work in this version? since pack mules were worth more then what a player could carry theres a risk/reward to it. Mayne bring back trading of goods between towns? like we had on the verrrrry old pw?

I imagine it would be interesting to see 2 factions negotiating trade between there castles while raiding enemy supply routes

/randomness over. :razz:

Before I bug vornne to add ideas like this i figure it needs to be refined and get a bit of support first, so discuss away :smile:
 
  Yes, that is probably a good way for improve castle diplomatie, plus the R.P, plus the interest of outlaws, I asked something like that in the suggestion thread :

http://forums.taleworlds.com/index.php/topic,167059.855.html

                                                                                      INTER-CASTLE Economy Suggestion




Good night,
        I would like suggest you something that I think important, a INTER-CASTLE Economy (You maybe already thought about it, and if you didn't already added it that is surely for a good reason).
  We just have to add 8 new objects what just have only one utility : for trade.
And why not two new classes : "Trader" (5in trade capacity) ; "Merchant" (3 in trade capacity)
_Velvet (7.000 dinars) (requires 5 in trade)
_Dye  (5.000 dinars) (requires 5 in trade)
_Wine (2.500 dinars) (requires 3 in trade)
_Ales (2.5000 dinars) (requires 3 in trade)
_Linen (1.500 dinars) (requires 2 in trade)
_Leather (1.500 dinars) (requires 2 in trade)
_Flex bundle (1.000 dinars) (requires 1 in trade)
_Food box (1.000 dinars) (requires 1 in trade)
  Enginer/Doctor/Sailor - who are supposed be more in trade context than others, should have 2 in Trade Capacity, than all others classes are supposed have 1 in trade - Serfs are not "intelligent" maybe they should have 0 in Trade Capacity -in middle age they worked for someone who sell their productions, not by themselves.
Traders Trains from Town, Merchants train from Castles.
  People who doesn't have the Trade capacity required should have the opportunity to sell it in stolen goods (by exporting), that the price improve by the Looting capacity.
  For create this news objects, you can take the .brf from Native (they exist in 3D -if I remember well- in it), that is free - there is no limit on this way.

  What for ? 
PW Versions before PWv.4 was based on Iron Mine ( we already have it ) + Trade.
_The utility of Trade is that a diplomatic economics interests appear and be usefull for R.P, and for a Castle/Town prosperity.
_Others things : We will see a new things, the goods robbery, Outlaws will not only robbs Chest (Lv.3 difficulty) or just robb peasants (Lv.1 Difficulty) but now will robb way, using ambush for robb Traders and enrich their crews (Lv.2 Difficulty).
_Traders will probably create caravans with others merchants and guards for improve their defense against Robbery.
_The Trade since the money exists was the things the more important in all societies (with public money), that is why our society is so much developped (too bad - that depends from some PointOfView, but that's not the way I want to talk about), a Persistent World with economy ( what we have ) is supposed to have merchants, or a "developped economy" cannot really exists.
_A real economy grows up.
_The Swamp Valley can be set up back (well done).


For exemple :


Exemple of Economy INTER-CASTLE v0.1 : too much tired for think more about some prosperity details, I am thinking to partage some more better solutions in future.

    Actually, the INTER-CASTLE Economy is possible, but by using only : Bucket , Dagger , Iron Bar as goods, that's not a lot.



There is an other solution, but really hard to code, Trader has 35% reduction when they buy and they have 35% (from the Basic Price that normal people have) more into their sell price when they sell it, stockpiles has to be differents.. etc, I don't explain details, I think they are useless. Utility : Partage things for equality castle stocks.
        I wanted to thanks you Vornne, for your Tolerance, you merite it ( from far ), for your help (toward me and for all the community too),  for the work you did here, for your flexibility and managing alltime to listen suggestions, for your activity.
 
That would be awesome if we could mine salt... It would only be foud by the sea or pits by the sea. It would sell for a lot but there would be very few rocks and they go fast.
 
It would be fun to implement herding (yes I know it is basically impossible) so peasents could join together and go to the market to sell their animals to the buthcer. The butcher would then prepare the meat which i guess could heal ppl but the meat would only be good for only so long. If you wanted it to last for a much longer time you could salt it which uses Kane's idea.

MooMoo
 
Buy a trade caravan and you can open the inventory and bring stuff in or out and only you, and have a thing in the ESC menu and assign the caravan can be opened by other people (name list) with a max of 5 caravans to do a trade buisness?

 
VibratingWaffle 说:
Buy a trade caravan and you can open the inventory and bring stuff in or out and only you, and have a thing in the ESC menu and assign the caravan can be opened by other people (name list) with a max of 5 caravans to do a trade buisness?


What?
 
Suspicous Pilgrim 说:
VibratingWaffle 说:
Buy a trade caravan and you can open the inventory and bring stuff in or out and only you, and have a thing in the ESC menu and assign the caravan can be opened by other people (name list) with a max of 5 caravans to do a trade buisness?


What?
How you buy horses, buy a trade wagon and you can hold F to access inventory and do stuff like that C:

Then use the ESC menu to assign who can open the wagon, BUT the front half health used to kill the wagon and the back health used to open / rob it :razz:

JUST A IDEA :O
 
Some castles should have good bows, others castles good swords and other castles good spears for exemple. In this way, the factions can trade with their weapons.
 
Kovas 说:
Some castles should have good bows, others castles good swords and other castles good spears for exemple. In this way, the factions can trade with their weapons.
People would just go to the Castles and buy them for themselves, and how would you trade them?
 
Deserath 说:
Kovas 说:
Some castles should have good bows, others castles good swords and other castles good spears for exemple. In this way, the factions can trade with their weapons.
People would just go to the Castles and buy them for themselves, and how would you trade them?


Simple, close the doors and demand a tax for anyone attempting to buy them.
 
Deserath 说:
People would just go to the Castles and buy them for themselves, and how would you trade them?

Suspicious Pilgrim answered very well to your question:
Suspicous Pilgrim 说:
Simple, close the doors and demand a tax for anyone attempting to buy them.
 
It would also make the Mercenary faction (EU server) have more jobs to do. E.g. Protect the caravan, destroy caravan.

I would also like to see some "illegal" items which you could stow away in the caravan and sell for a lot of money. Like the herb in the main town in EU server.
 
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