by Most Lee Harmless » Wed Apr 26, 2017 9:54 am
I'd like to see a market system which pays more attention to port population and varied demand caused by that : greater population should mean more demand and more production of the 'home' resource, thus more trade and thus more tax income for the owners : falling populations should impact trade and production adversely with dire consequence for tax incomes.
But that will not create more 'action' for onlookers : it will create merchants forced to be more careful and active in planning trade routes and the cleverest will earn more profits.
Where a more dynamic population-related pricing structure could have a great impact is to make party routes more volatile, as throwing a party would remove that stock initially from the source port, thus pushing up prices, and as it is consumed instantly, further unbalance demand in the receiving port (they wont need it so prices would fall). Timing of your party would become a major aspect of making the best profit.
Example : Chalkos produces 1million crates of food per day : its population needs 600k to live on : more population needs more food internally = less available to sell in market = higher prices : along comes CDV and ships out 400k for a party in Hannes : now Chalkos has no food left to sell : prices spike to the point a party card wont earn any profit anyway : merchants will need to look elsewhere for goods until production catches up again, prices fall and its worth buying and shipping. meanwhile, in Hannes, the party CDV threw has soaked up the demand : Hannes doesnt need food for a while, prices plummet : merchants cant make a profit selling there, so again, they must look elsewhere for their margins.
-1 : Move to archive.