In the
Proposal of some economic solutions in DF thread, Sarmatian123 said:
In DF Trading Depots would be functioning like regular Depots, just assigned to some traders for whole year for a fee.
Those would be open for trading whole year. Caravan here would be just moving merchandise in and out once a year.
I found that intriguing enough to run with it . . . essentially re-introducing the Shop, which was abandoned back in v0.28 along with the Economy.
Economy is coming [back] in 20 years. Patience is a virtue!
Ah, but we wouldn't
need the Economy arc to make this workable. Here's my take on the idea.
The Basics: After you have a Trade Depot up, you are able to build a Shop, which has the same dimensions & access requirements as a Trade Depot. After the Shop is built, you can reserve it for any civ whose merchants have visited your site, or leave it non-specified. Then, when a caravan is in town, the merchants
may decide to Conduct Meeting with your broker, to rent the Shop for a year. If so, you will get a chance to influence the Shop's starting inventory by stating your fort's demands (a duplicate of the Trade Agreements screen that your mayor typically holds with the liaison), which will also determine the rent for the Shop: Greater demand for goods indicates more likely sales indicates more profit, which justifies higher rent. Then, about 6 months later, the first Shop caravan will arrive, and then annually for as long as the Shop remains open.
This means that, even if your only neighbors are dwarves, you will still receive regular resupply caravans, pathing to the Trade Depot in autumn and to the Shop in spring. If the elves happen to show up at the same time, that's all right because they don't have to share the Trade Depot, and there's no worry about traffic jams (wagons of 2 different civs blocking each other from moving) because elves don't use wagons anyway. (There
might be a traffic problem between humans & goblins, I don't know if the latter have wagons--but then, they hardly ever trade in the first place.)
Trade can take place at the Shop at any time--if the broker decides to go Drink for a week, no big deal--although the shopkeeper needs his own break times as well. Just as with the Trade Depot, goods are ordered moved to the Shop, the broker does the bartering, the shopkeeper honors the profit margins established in the trade agreement (if applicable), the exchanges are made, and the fort's new goods are hauled off to stockpiles. The only difference is the rent: If the broker & shopkeeper agreed on a price of ☼90 for that year, then the broker starts the year with a ☼90 credit, and can walk away with about ☼60 worth of stuff without giving up a single item.
When the shop's resupply caravan comes, the shopkeeper will first meet once again with your broker, to decide what you want
next year's Shop caravan to bring (this will also determine the rent for the new year). Then, the shopkeeper barters with
his own caravan, trading away those types of goods for which fort demand was low ("They didn't want any cloth at all, get these bins out of here"), in exchange for what
was purchased over the past year ("They bought my entire stock of wood & fish"), and anything that matches the fort's demands for
next year ("They put a premium on all flux stones, so I'll take that dolomite there"). The shopkeeper trades with his caravan at a 1:1 ratio, as they're the same profit entity. After he's concluded his business with his caravan, they pack up & leave, and trade with the
fort can resume--but expect a markup on that dolomite you wanted.
The Shop appears to include a bed, as the shopkeeper can sleep there. He will eat & drink from his own stock until you buy him out, at which point he will grab food from a tavern or dining hall and pay for it in bartering credits, just like rent. He is not a fortress resident and cannot be assigned labors, but he will petition to join if he falls in love with a citizen--although he will not actually become a citizen himself (or marry) until someone from his Shop caravan can take his place as shopkeeper. Similarly, the Shop itself is not under fortress control as long as there is an active contract--it reverts back to part of the fort only if the shopkeeper has had a disappointing year of business & decides not to renew for next year, the shopkeeper was gravely offended (by having their goods seized, or being badly injured, or being offered unethical wood), or the Shop itself (or its contents) suffered significant damage/theft. You could also terminate the contract yourself, during the annual meeting with the broker. In all of these cases, the shopkeeper will wait out the remainder of the year, and depart with his caravan (although he may offer you one last chance to trade before he leaves).
You can build as many Shops as you want, although this basic setup will only use a maximum of 4 (one for each contacted merchant civ).
About 90% of this can be accomplished solely by duplicating already-existing behavior.
Possible Wrinkles: 1) The biggest one would be security, the guards that accompany every dwarven & human caravan. If they stay to guard the Shop (deterring potential thieves from
inside the fort as well as outside), then the rent situation is reversed:
You pay
them to stick around. If each Shop has 2 or 3 guards (at least 1 of whom is always on duty), a heavily armed caravan arrives every season (dwarves in spring & autumn, humans in summer & winter), and all those soldiers are stationed near your entrance, that's a pretty decent military force, without your having to form a single squad. They would all want free room & board, but that's only fair.
2) Next is capitalism: When the Shop caravan (maybe even the Trade Depot caravan) arrives, they are
not the same profit entity as the shopkeeper, and Conduct Meeting with both the shopkeeper and your broker. If your broker offers the better deal, the caravan will path to the Trade Depot where you can cut out the middleman--but it's quite possible to promise them rates that are
too high, and you'll wind up paying more than you would at the Shop. If the shopkeeper gets bypassed in this way, he will go to the Trade Depot himself, to barter away his own goods & improve his inventory. He's had all year to learn what the fort
doesn't want.
Another angle on capitalism is the possibility of having multiple Shops run by people of the same race: Maybe you have one Shop (and its caravan) whose loyalties are tied directly to their government, but there are also 1 or more independent mercantile concerns eager for your business as well. Perhaps the merchant rules will change, from "One contact from each race that can reach the fort, no matter how far away they are" to "Every friendly or neutral civ no more than 3 days' travel away". Each Shop could also trade with the others, if they think they can make a profit or broaden their selection.
3) Last is the shopkeeper's free time: There's no way that a handful of business deals (with the broker, other shops, and maybe even individual dwarves) is going to occupy the shopkeeper's entire year. He should have his own selection of known skills (random, but excluding those that require landscape features, like Grower, Woodcutter or Fisherdwarf), and carry some raw materials that fit those skills, and finally take the opportunity to
use those skills while waiting for business. If nobody wants to buy his cave spider silk thread, let him build his own Loom, Dyer's, and maybe even Clothier's shop, increasing the value of his goods through his own labor. To this end, all Shops would best include enough nearby open space to build at least 1 or 2 workshops.