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Thexion
Forum Warrior
Joined: 17 Apr 2010
Status: Offline
Points: 258
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Topic: Improving trade system Posted: 06 Jun 2010 at 10:38 |
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Well I was thinking like trade guild/banking system that works separately from players but interacts with the players. That is bit similar that banking system in medieval times. If you don't want to trade trough H? hub you would need to build bigger one than they have or blockade their largest in the area. You could still use the normal player trading also..
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 06 Jun 2010 at 02:45 |
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Trade time could be also a part of the trade variable depending on the level of the individual players hub. What I was saying is why would traders from H? not only be able to, but be forced to use a hub belonging to white? No one is ever forced to use a certain means of trade. We usually shop at supermarkets because they're convinent, offer more products and are usually more price competative however we are by no means forced to shop there. It should be up to players who wish to control trade to offer the best deals and to promote themselves as the fastest, cheapest trading hub in the area not ingame enforcment.
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Thexion
Forum Warrior
Joined: 17 Apr 2010
Status: Offline
Points: 258
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Posted: 05 Jun 2010 at 10:26 |
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Well the largest hub would have most space and most resources most of the building res would go to the vault of hub. Also it would give some structure to to the trade there would not be miraculous resource trade immediately. Instead it would depend in the towns and other players around you. If there would be blockades the hubtrade would move to second largest hub. and so on. But the hubs would not care about the war itself.
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 05 Jun 2010 at 04:08 |
I think what wuzzel and I were thinking is that there is an unlimited supply of each resource across the map, however as more and more resources are bought or sold then gradually the price will rise or fall untill an equilibrium is reached. In that system there would be no storage capacity. Also what is the rational of being forced to use the largest hub if available? And what if your at war with the player with the largest hub, does that mean you can't use any hub?
What I was suggesting is that a level 1 hub could trade any quantity of items, however the sell prices is say 40% lower than the global value and the buy price is 40% higher where as a level 20 hub would only have a 2% difference either way. Therefore most players would choose to pay another player a 2% tax and a 2% variable rather than pay the 40% on a first level hub or even a 6% on a level 18 hub
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Thexion
Forum Warrior
Joined: 17 Apr 2010
Status: Offline
Points: 258
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Posted: 04 Jun 2010 at 22:02 |
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You would need hub to do the hubtrade in the first place.. larger the hub also larger amount resources would fit and bigger chance for revenue if some one would send resources there. But the resources in the hub would not be owned by the player he just get some cash from all the trade also he would not need to send resources to some other place.. quite complicated maybe..
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 04 Jun 2010 at 14:10 |
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hmmm I'm not sure about that one, I don't think that players building a dominant hub in an area would work to well as why would you build a non dominant one. however if the larger your hub the better the prices with the option to use annother players more advanced hub (with a fee) it could work
Another feature that could partially fix the too balanced production of the game is a specialisation upgrade unlocked with the advacment of your town eg at 250 population you get the option to halve the time required to build one of the advanced resources
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Thexion
Forum Warrior
Joined: 17 Apr 2010
Status: Offline
Points: 258
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Posted: 04 Jun 2010 at 12:25 |
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Also the tradehubs could be like bank, you could send resources to there and you could get the gold instantly from your own tradehub . Build them in the city and the largest one would be the controlling one in the certain area of map where you would have to send the resources if that would be full next largest. If you buy resources you could get them instantly if it would already be in your hub otherwise the tradehubs caravan has to bring it from the closest tradehub which have. The owner of the hub would get tax and instant trade.. if there is resource. This would bring the trading path to totally new level. Trade wars.. and so on.
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Wuzzel
Postmaster
Joined: 26 Feb 2010
Status: Offline
Points: 605
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Posted: 04 Jun 2010 at 12:10 |
col0005 wrote:
wuzzels idea of a trade hub would probbably only work if the trade hub always sold every good. Ie there is no set number of resources, however every time a resource is bought the global price rises for that item and every time one is sold the global price falls.
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That was my thoughts too  We need something to boost the economy of Illyriad.
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 04 Jun 2010 at 12:03 |
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wuzzels idea of a trade hub would probbably only work if the trade hub always sold every good. Ie there is no set number of resources, however every time a resource is bought the global price rises for that item and every time one is sold the global price falls.
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 04 Jun 2010 at 11:54 |
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The main problem with the trading in illyriad is not in the trade system itself but rather the production system. As wuzzel said, he's mostly self sufficient, The problem is that in real life it takes a lot of capital to start the production of goods, but less capital to increase the production therefore if i want 2 different types of goods it is more economical to produce one and trade for the other. However in illyriad it is too easy to set up advanced production, and increasingly difficult to increase production so it is much better to produce everything yourself.
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