Yes of course if you are passing through, you'll take note of their trade situation to bring back as info later. What I'm still confused about is the logistics, though:
1) How does one settlement telepathically negotiate contracts with a passing caravan on behalf of another settlement 5 days' ride away...?
2) Why would you be "just passing through" settlements that you didn't set out to bring goods for? This may happen rarely, but most settlements are not going to just happen to be on the route to the one you're sending a caravan for. Most of them are going to be way off to the side and not your current destination, so how do you learn about them? If a place is of your own civilization then they MIGHT share their most recent knowledge of places they have traded with, but that's now at least two links out of date, and possibly several links out of date (could be years and almost totally useless). And if they aren't your same civ, they likely would not share such information for free with a potential competitor. Perhaps for a fee, but you have to now decide if you pay it, which is essentially the same model as sending out diplomatic missions.
1. There is no telepathy as such (long range anyway). I have decided that the noble that 'owns' the caravan should travel seperately to the caravan itself visiting settlements according to the caravan logic that is used in order to negotiate trade contracts with settlements, including the human one. Once trade contracts are negotiated, then the caravan is rerouted accordingly but the caravans normal journey is not initially changed (basically it does not wander about, it's noble does that instead).
2. I was talking about existing trade routes. A player can 'outbid' existing trade contracts by offering more in demand items in return than is being offered already. That allows the 'stealing' of trade off eachother. The visiting noble described above can also outbid as well in making his initial caravan offer.
Luxuries never become "necessities." Not for humans in real life, not even in DF's thoughts system (dwarves do not start getting more negative thoughts if you don't upgrade them). So no, my system doesn't do that... on purpose, because it's not a real thing.
You could not be more wrong. Neither a bed nor a chair are neccesities, in fact only some kind of food and water are neccesery in the strict sense of the word and it is not 'neccesery' strictly speaking that you survive.
You can sleep on the ground, you can sit on the ground. In your view there are now very few items that are not luxuries given that one can live an utterly wretched existance without anything but what you need merely to survive.
A person that has never had a chair or a bed is not as desperate to acquire either item as a person that has always had them and taken them for granted. In this sense the chair/bed is treated as a neccesity when for the other person it is a luxury.
The other concept here is the question of whether you would trade one really high end chair for, say, 12 cheaper chairs whose overall value adds up to more. For humans, this is a tricky question. Generally you SHOULD make that trade, even if you insist on only sitting on nicer chairs. Why? Because if the 12 add up to more total value, then it means you can just turn around and sell them again for an even nicer single chair than you began with! So it's still nearly always a good trade, as long as you make profit.
The question is actually really a question of utility(?). Why are seeing to acquire those chairs in the first place and how many chairs do you need?
If you are seeking a single chair for your party's use then it is irrational to carry out that trade.
If you are seeking a single chair for your paty's future use then this trade is rational.
If you need 12 chairs for your party's use, then it is rational to trade your single superior chair for 12 inferior one's.
If your party has already met it's demand for chairs then what you are describing is rational.
You see what you are describing is exactly how the AI could spontaneously works in my system when it wants to acquire the ultimate chair but has a surplus of ordinery chairs. It can take a surplus (dictionary definition) chair of good quality to one settlement, then trade that chair for 12 normal chairs and then trade it to a third party for the ultimate chair that is in demand.
But also, we have to consider that dwarves have no conception of single nice things being better than lots of cheaper things that add up to more. The value of belongings and rooms is linear: if you literally cram a room with 12 chairs covering every square inch, worth a combined total more than one golden chair, the dwarves will consider it to be a nicer room. Even if that's not your personal preference, you're not a dwarf / the game works differently currently. And the model captures current rules perfectly as described so far.
Perhaps you are right. It does not matter because the demand for chairs is quite seperate from the demand for a nice room. Dwarves get positive moodlets for having a nice room and negative moodlets for not having enough chairs.
If one did, however, prefer to model single, nicest items as having a bonus preference over many cheaper ones, then this could be done with a simple morphing of demand curves to have a slightly steeper negative slope.
That is a problem with my system. I have not thus far really modelled quality rather than quantity of type of item in my system. Since I am going away in 2 days, I really need to explain how it could work.
The basic idea is that quality of an item is essentially just a competitive advantage over equivilant items. Trades would have a quality factor, which is 0 in the case that the items of a type are all of base quality. All else being equal, AIs will make trades that carry the highest quality factor. The catch here is that they would only tolerate a small negative divergance from the prior quality as valid, if you give them a total of items worse than the existing quality they will not initially do anything but they will secretly look to replace you as trade partner even if means them taking a worse deal.
Quality is mainly of commericial use then in the competitive bidding, if you offer better quality goods then you can outbid your competitor without offering a better price than they do. However this comes at a catch, it means that you are expected to continue to provide them items of equivilant quality.
The other question is how to model quality of AI products. I suspect the way we should do it is to have fortresses as a whole gain experiance at producing certain items over time and lose it from employing new people or losing existing workers to old age.
I quantitatively and precisely defined what I meant. Here it is again:
http://en.wikipedia.org/wiki/Economic_surplus
This is how it works. Again, I'm not arguing the basic validity of economics until/unless you provide more human subject and market data to the contrary than experts have gathered for the last 300 years.
You seem not to have heard of.
http://en.wikipedia.org/wiki/Heterodox_economicsThere is no 'validity of basic economics here', there are different and opposing theories of economics around to the one's you expound. You are perfectly free to believe 100% in mainstream economics but that does not mean you can dismiss everyone else who does not as economically illiterate/idiot. There are other points of view, they may be wrong in
your opinion but that does not mean you can pretend your people are the only economists in town.
The reason I ask the question about profit is quite simply because of a certain line in the wikipedia description of your favourite economic concept.
Consumer surplus or consumers' surplus is the monetary gain obtained by consumers because they are able to purchase a product for a price that is less than the highest price that they would be willing to pay.
What does this monetary gain consist of in dwarf fortrees? What are people saving by not selling a surplus item in dwarf fortress. The value of the item is measured in what? At the moment it is measured based upon a fictitious currency called 'dwarfbucks' which is as artificial and contrived as the present economic system of caravan trade is.
The item's value is measured in what? Plump helmets, coins, gemstones, metal bars? You see the whole problem with the application of your economic idea, there is no inherantly existing thing against which to measure the value of anything except the fictitious dwarfbuck measurement.
A chair in this context has a plump helmet price from the food producing settlement over there and an iron price from the mining settlement over here. You are aiming to get rid of as many chairs as possible to as people as possible in order to collect as many different sorts of 'prices' as possible. Hoarding a stockpile of surplus chairs is fundermentally undesirable, since it means not collecting on all possible prices that the chair could fetch;
inherantly they are worthless to you.
If you get rid of the mining settlement we can fetch only kind of price, the plump helmet price then you will happily trade 100 chairs for 10 plump helmets that you need. If there are multiple possible prices however it pays to be stingy and only give them 10 chairs because you can use then use other 90 to get iron. Needless to say if there is no other prices, it's charcoal time for the chairs.