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Author Topic: Feedback Request - Balancing the new Merchant Stalls  (Read 1392 times)

Meph

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Feedback Request - Balancing the new Merchant Stalls
« on: July 31, 2013, 09:17:43 pm »

The new version includes 4 buildings that buy and sell items. This can be a nice addition to a fort, or completely broken and a source of endless money. I want to know what you think about it, how well it works, which parts should be changed...

Currently it works like this:
Wait for liaison, Order "Trade License" in the Misc Section.
Wait for second caravan, buy "Trade License".
Build a Merchants Stall.
Buy items for copper, silver, gold.
Sell items for copper, silver, gold.

I just want to know if it is overpowered, because you can buy 4 wood logs for 1 golden bar (because gold bar = 500 coins = 2000 copper coins when exchanged in the Tavern), and you can do this regardless of being in a forst or a glacier. Or having the merchant in the open, or locked into a hermetically sealed volcano. It ignores supply and demand.

On the other hand: Any features or items or materials you like to see added? Are the prices ok ?
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FengYun

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Re: Feedback Request - Balancing the new Merchant Stalls
« Reply #1 on: August 01, 2013, 03:14:08 am »

I suggest that you add gold coins or gold coins boxes to caravans. Some maps are very poor with gold veins. Yes, there is an option to mint silver or copper  coins and exchange them at tavern and I use it, but still... This way we would be able to exchange crafts to gold coins and buy something for them at the merchants.
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Meph

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Re: Feedback Request - Balancing the new Merchant Stalls
« Reply #2 on: August 01, 2013, 06:29:27 am »

But you can already order "crates of gold bars(10)". It makes no sense to buy coins, thats odd. I think with the gold, the alchemist converting metals, gambling, converting coins... it should be ok.
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Gamerlord

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Re: Feedback Request - Balancing the new Merchant Stalls
« Reply #3 on: August 01, 2013, 06:38:40 am »

Can reactions be changed in the save raws DURING the game? Because dfhack might be able to check the site you've embarked on and adjust the prices accordingly.

Meph

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Re: Feedback Request - Balancing the new Merchant Stalls
« Reply #4 on: August 01, 2013, 06:46:08 am »

In theory I'd have to say yes. But that would mean writing iterations for each biome, for 400 reactions. Lets make it 20 biomes, thats 8000 different prices. I am... not going to do that.
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Gamerlord

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Re: Feedback Request - Balancing the new Merchant Stalls
« Reply #5 on: August 01, 2013, 06:50:29 am »

Not really, you can simplify it. For example, wood can be simplified quite easily. Just set it up so that it checks the biome (low trees or high trees) and then adjusts the prices of all things made from wood accordingly. If you grouped all the reactions and biomes into seperate categories, it would be quite simple (compared to what you said would be needed).

silentdeth

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Re: Feedback Request - Balancing the new Merchant Stalls
« Reply #6 on: August 01, 2013, 07:07:58 am »

better would be to tie it into the stocks lua thingie and have the prices be adjusted by how much you have, true supply and demand.
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Samarkand

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Re: Feedback Request - Balancing the new Merchant Stalls
« Reply #7 on: August 01, 2013, 12:28:45 pm »

In theory I'd have to say yes. But that would mean writing iterations for each biome, for 400 reactions. Lets make it 20 biomes, thats 8000 different prices. I am... not going to do that.

Is there any way somebody with more time to waste, but little modding experience, could help by filling in all of the numbers or something? 8000 different prices sounds intimidating, but if it was made systematically it should go relatively quickly. And things are always less intimidating when you have a goon do them than when you have to do them yourself...
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