What does the term "sink" mean in this context?
Hopefully the economic situation will help 'guide' the player towards making the right decisions as to what to get their dwarves to do. If you have a world where there is already a glut of stone crafts, the caravan would not accept stone crafts but it would accept food, meaning the player would end up growing a surplus food rather than crafting a surplus of crafts.
But wouldn't that mean I'd have a mountain of wares I'm unable to remove beyond Atom Smashing? I'd correct you by saying the price of such crafts would merely diminish as a product of supply & demand. I should
never be denied to sell good because you
think it'd make the game more fun. It'd only be acceptable for very specific reasons; Elves & wood.
In regards to all this surplus talk, I would like to agree that the farm-plot yields or time-per-yield needs to be balanced as a result of over-production. (I.e. 1x7 plot feeds fortress. Unrealistic.)
In regards to all this surplus talk, I'd prefer clothing wasn't a "needs to be replaced every 6 months chore", as it's not a fun game mechanic. I'd prefer at least annually, preferably bi-annually or more. In my head (not necessarily yours) that's more realistic, but also in my head, I'm not being burdened with another chore. We could simulate the need to use toilets, the need for regular clothing, the need for snacks to provided, the need for nutrition levels to be maintained by specified varied diets alternating as the biology of the Dwarf changes due to age & environment, the need to have Dwarrows apply for jobs instead of being assigned - including an interview process & references, etc. but beyond the coding, is that really fun to the average player?
You can buy out the caravan with ease before you even have a functional military as it stands.
I don't see the dealio. A fortress was made, & someone was designated from day one (6 months worth of merchandise) to produce trade goods. The player had a choice of either focusing on the economy, which was done here, or the military. I don't think these goods should be denied to be sold. The best & most logical outcome would, as previously mentioned, be a change of Supply & Demand in addition to perhaps price tweaking. Despite my interest to divulge more, there is no working economy, so it's irrelevant.
In an attempt to keep it short 'n' sweet: The World starts with set total values. When you sell, if there's a shortage/surplus, your price will increase/decrease- possibly beyond the current set-up (meaning buy-outs should still occur). Your caravan-to-caravan buy/sell actions either have a big impact on the market value (as there's only 1 other civilization) or little to no impact (as your 50 Dwarrows [1 Dwarf's worth of work] Merchandise occupy 1 Fort amongst the 10k other Dwarrows in the world).
Realism for the win, in my books. Simulation, even.
it will be interesting to see merchants not taking crafts or any useless junk because the mountainhome is facing a war and requires food, armor or weapons, not trinkets.
As a clever merchant, I don't care if there's a war, & there's
Always a war in Dwarf Fortress, I'm still going to buy & sell these luxury goods that are Very important to the inhabitants of this land - just as it is in our land, otherwise Gold wouldn't be trading at £940 per ounce. In addition, it's simply important for the economy. More trading means more wealth. Just because a nation needs military gear, doesn't mean it doesn't need a source of funding (being trade goods in this case as there is little input from conventional currencies). They could take your luxury trade goods as a form of payment, be it indirectly or directly, to fund the production of military gear.
The hardest thing about DF, by a long shot, is learning the interface and all of the possible commands and interactions.
FPS Mastery.