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Mixed market system

PostPosted: Fri Sep 28, 2018 1:02 am
by William one eye
Mixed market - an integration of an open market and contract shipping.

What if you could buy and sell to either a player or a port.
and if everything ran off a base price but could be
adjusted by players and governors.

In this suggestion we are talking about being able to buy or sell any resource at any market.


Port market
Buying and selling from the port market.

Nation

1 Default - adjusted base price market prices based on supply.

2 Nation law- governor set prices.

Governor sets buy and sell price that do not adjust automatically.
this is managed via a governor run treasury that can fail if not managed
correctly. So basically Nation buys the available cargo based upon market rates or their offered buy price.
They can undersell of oversell their cargo.
If they are charging a premium the make a profit, if they sell at a loss the lose profit.
as market prices fluctuate - if they don't pay attention they may shift from profit to loss and bankrupt the system.
If they overcharge payers may buy elsewhere resulting in a surplus.

3 Nation law - Subsidized

Governor subsidized market rate - market runs of game adjusted base price. market offer extra gc per crate bought to market or a gc discount per crate sold at market. Price adjustment is by nation treasury. This could be used to encourage and aid plantation development.
This could be used to lower cargo surplus and increase the adjusted base price. This could be used to encourage cargo deliveries.

4 National order to bring cargo to port

A governor contract order - governor offers a guaranteed buy price for a limited number of crates buying or selling

This can be contracted - governor makes an agreement with a merchant for a set number of crates bought or sold at a set price

It can just open an open order - governor sets a quantity and price and order is open to first to fill or pick up.

Diplomacy and in nation benefits.

Governor set or subsidized prices could be set by governor to be available to
all, members of the nation only, members out of the nation only, or players matching certain diplomacy criteria

Player
Buying and selling from the player warehouse.

Player warehouse - player sets a buy rate and sell rate.
and merchants can buy or sell to the player directly
To and from the players warehouse.


If a player offers a better than market rate their offer is filled instead of port market.

If multiple players are offering the same rate they are filled in order placed like credit exchange.

This is an open order the player lists a quantity and price and order is open to first to fill or pick up.


This can be contracted - Player makes an agreement with a merchant for a set number of crates bought or sold at a set price


Alliances, guildemates, partnerships

Player could set their warehouses and or contracts to be open to all, members of same nation, members of different nations, allies, guild mates.


Contracts

Contract orders would involve a contract similar to a loan -
This is a guarantee between 2 player ID's or 1 port and 1 player ID

Contract would be x number of goods available for sale at set rate or x number of goods promise to buy at set rate and a time frame the deal must be completed within
Fine or fee can be set if the buyer arrives and the good are not there, or the the seller fails to make delivery

Re: Mixed market system

PostPosted: Wed Jan 16, 2019 3:08 am
by William one eye
Bump in response to warehouse management topic.

Re: Mixed market system

PostPosted: Wed Jan 16, 2019 1:31 pm
by Captain Jack
The player part has been incorporated to the new market that will soon open.
The unmentioned market feature, is that it will display sellers names.

I do not really get the nation part. The npc merchant who manages the port is not a part of the nation controlling the port. The merchant simply pays the nation tax. This is what currently happens. If nations are to be added in a way, I would prefer to combo their role with some newcomer missions.

Also, we should look not not scrap what currently is on the table but expand the current systems to cover all needs.

To summarize on current model, what we currently need, is a way for players to request resources to a port. Let's say that you need food in Psaral but nobody sells. You need to have a way to create this contract you say. There is a topic that perfectly explains how this should work, If I remember well.

We can combo this need with an existing problem: newcomers. We can give these contracts through missions. This is where nations could also play a role. I do not have an exact proposal but if in some way we could combine the three together, I think we would create something interesting.

Re: Mixed market system

PostPosted: Wed Jan 16, 2019 2:36 pm
by PFH
I dont see why it cant be set up similar to a bounty where any player can ship resources to player at a port. Like this for example:

Options for selling to port: priority to market, priority to requesting warehouse (if requested), priority to store to owned warehouse.

An announcement request can be similar to a player requesting a loan, and anyone who recieves it in their events has the ability to fulfill the request like anyone else can. Like a bounty can be fulfilled by anyone.

OR

Have it where the announcement is still broadcasted but a single player can accept the contract before anyone else does and claim it. The player has x/750 + 3 days to get the job done, where x is the total amount of crates requested. 750 is from 5 standard trade galleons in a fleet.

Just a few ideas. The math isnt perfect but just putting the idea out there.

Re: Mixed market system

PostPosted: Wed Jan 16, 2019 3:50 pm
by William one eye
@ clockwork.

The contract shipping idea was run by a copy of the bounty system.
As the idea progressed it became obvious that it was limited to benefiting very specific needs and over all was not worth the development. It needed to be more useful for more areas of the game

See
Contract Shipping - possible game expansion
http://www.piratesglory.com/forums/view ... t+shipping





@CJ

The nations part will become important if nations ever start to develop buildings of their own that may require resources. Forts, inns, monuments, ect. It may become important to make your port a more desirable trade location, if you are low on your own resource. It also allows the nation to drive market prices in their own port to stimulate or slow trade. As noted this would probably be a pretty risky move for the nation. However it can be used to encourage hideout placement and plantation investment in your nations ports.


@CJ and Clockwork
I feel the best way to contract goods delivery should be similar to how a loan works.


Contract orders would involve a contract similar to a loan -
This is a guarantee between 2 player ID's or 1 port and 1 player ID

Contract would be x number of goods available for sale at set rate or x number of goods promise to buy at set rate and a time frame the deal must be completed within
Fine or fee can be set if the buyer arrives and the good are not there, or the the seller fails to make delivery

This is a possible basic framework for a contract.

requisition

cargo request - select port
select cargo
select payment per completion

duration - select # of days for order to be completed
Select # of days before contract becomes voided.

optional fines order behind schedule - took longer than requested duration - user defined amount in gc
failure to fill order - user defined amount in gc

optional bonus order delivered ahead of schedule - user defined amount in gc


shipper

set deposit - if warehouse space is not available when delivery takes place deposit is retained.
and contract is voided.

Contract is paid as a deposit when contract is created.
if contract becomes void money is distributed based upon deposits and fees negotiated.
if contract is completed money transfers to shipper