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The trade system has been neglected for a really long time now. Currently, traders have a very simplistic way of determining whether or not to initiate trade -- If there's a landing pad, land at said pad and start trading. However, I believe that there should be other factors at work determining how likely they are to trade with you. For example, how much money you have, or how long you've been playing. What do you guys think?
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That's because we've been trying to focus on the current milestone (which we are very behind on) which mostly consists of more core mechanics of our engine.
The (non-formalized) plan is to have trading tie into a faction system, so you're more likely to get traders arriving from factions you've had positive interactions with (and below a certain threshold of relations not receiving any traders from a faction you've had bad interactions with), with prices affected accordingly. It wouldn't be good to have it based on your money, as it would be very hard to get going on trading in the first place, since trading is likely to be your primary source of money. It would also be very easy to get to a point where you have no money later and again have problems getting trade going again.
Trading should really be considered a meta game separate from the main base mechanics. In dwarf fortress trading is determined by the conditions of the outside world not so much the players base. In rim world they now have an externally visible world that has traders and raiders roaming around. These are the things I'm thinking of when I say meta game.
The trade system has been neglected for a really long time now. Currently, traders have a very simplistic way of determining whether or not to initiate trade -- If there's a landing pad, land at said pad and start trading. However, I believe that there should be other factors at work determining how likely they are to trade with you. For example, how much money you have, or how long you've been playing. What do you guys think?
The text was updated successfully, but these errors were encountered: