Let me explain for a final time how this works, in a simple way, using a resource that currently fluctuates at +-3. Let's pick wood.
Based to the +-3 fluctuation and with a base price of 8:
Wood sells at a minimum of 5 GC and at a maximum of 7 right now.
And is bought at a minimum of 8GC and at a maximum of 11GC.
With the
proposed market policy we can end up to this worst-case-scenario:
The 3 producing ports, all drop below 100M in reserves. This makes the minimum selling price to fluctuate in between 7-9 gc per crate.
In the same time, again at the worst-case-scenario all other ports are full with more than 1.5B of wood on their ports, each.
So the purchasing price fluctuates from 6 to 9.
So, in this worst case scenario, the routes which can generate profit to you (without warehouse bonus, duke bonus) are 3.
What this means, this means that you will either use different trade routes or you will have to consume the wood to help the wood routes keep going.
Since we are at the worst case scenario, we need to assume that not only wood, but all the rest resources are to this same position.
We also must assume that all ports are already at maximum population (thus their consumption is at its highest) and therefore there can be no correction.
The same must be said for Gold Bars, as this is another way to trade.
The last assumption we must make for this worst case scenario is that player consumption (ships,hideout,etc) is also low enough.
So, at this worst case scenario, there will still be about 3 * 21 - 21 routes, aka 42 profitable routes (if I estimate them right). Of course if you add WEST-EAST india, party cards, duke bonus and warehouse bonuses, these routes might be a lot more.
So, stagnation is impossible. However, if we ever reach this worst case scenario, then we must take into account that there will still be EASY ways out of it:
1)Less trade ships
That's right mates, since trading does not pay as much, time to raid these excess trading ships. Why should we care about it? Actually, why shouldn't we try for such?
2)More consumption
Time to start building more.
However, let's look how possible it is to reach this worst case scenario. As I wrote before, and I doubt you read it, you need 770M crates a day, just to feed the population to stay at 2.1B. If you fail to feed it, population will start dropping as you say. But this also means that it will EAT from THE RESERVES. The reserves in the WAREHOUSES. This means that BEFORE population starts to drop, WAREHOUSE RESERVES WILL ZERO.
Which brings me back to my initial argument, that you need to supply AT LEAST a total of 770M crates a day BEFORE we START the PATH TOWARDS the balance point. As it will still need time to reach it as all warehouses will need time to reach this point. How many more crates do you need? With 230M more crates, at 1B crates a day, you will need around 190 days before you will reach the balancing point.
1B crates, make the math. All trade routes currently move around 55M a day. It seems to be a great deal away from the 1B point.
Still, we have thought about scalability in the future, in the case that PG gets millions of users some day. The response is player consumption. New players need to build new ships. These need resources.
We also have Port Buildings which will be implemented at some point in the future. These will require resources.
We got plantations, these will require resources.
Who knows, perhaps at a point, player consumption might be larger than npc consumption. That's the target at least as this is mostly a PvP game.