Currently (I'm still on 47.05), the only use of color in the Trading screen is just white, for "items made offsite & unaltered since then", purple for "items that are illegal to sell", and brown, for "everything else". That's a lot of wasted potential--especially considering just how much other information, that's highly relevant to trading, is
inaccessible to the player without exiting the Trading screen (and therefore needing to select all the items all over again). I think something like the following would be a significant improvement, and save the player a lot of time. Some (most?) of these suggestions have been made in some form previously, I just felt the urge to combine & add to them, to form a cohesive plan.
MODE 1: The main Trading screen, functionally identical to its current setup: You can select (and deselect) which of the fort's & caravan's goods you wish to exchange, choose which of your items (if any) you'd like to offer as a gift, and of course perform the actual trade itself. It shows the current bargaining prices, what both the fort and the visiting trader consider various items to be worth. The main change is that the items are color-coded to reflect their current trading premiums--the prices at which this merchant is willing to buy & sell each particular item--as a percentage of each item's
base value. Just as it always has, the screen shows the caravan's goods on the left, and the fort's items on the right.
Bright purple: The trader is charging at least double the item's value | | | | | | | | Cyan: Your item is currently trading at 200% its base price or higher |
Bright red: Merchant wants 175-199% of the item's regular price | | | | | | | | Bright blue: The caravan will give 175-199% for this |
Yellow: The caravan values this item at 150-174% | | | | | | | | Bright green: Trading this item will give 150-174% its regular value |
Bright green: The merchant has set a premium of 125-149% on this | | | | | | | | Yellow: This merchant will pay 125-149% for your item |
Bright blue: The caravan wants 101-124% of the item's regular value | | | | | | | | Bright red: Currently worth 101-124% of its base value |
White: This item is trading at 100%, its default price | | | | | | | | White: You will be trading this item at cost |
Cyan: The trader is currently undervaluing this item | | | | | | | | Bright purple: Item will be traded at a loss to this merchant |
Now, those are the colors on
the items themselves. Once a fort-owned item has been selected for trade, the [T] selection flag to its right will
also be given a color, depending on any potential negative effects of offering or trading it:
Bright red: Offering this item for trade will offend or anger the merchants
Perhaps
flashing red if the traders are
already angry, and therefore offering the item is likely to trigger immediate hostilities and/or outright war?
Dark red: This item is currently under an active export ban
Yellow: This item
could be placed under an export ban in the immediate future (a noble, who has a Mandate unused at the moment, likes this item)
White: All other items (no warnings). This is also the color of every [T] on the left-hand column of goods brought by the caravan.
Use the [TAB] key to toggle between Modes 1 and 2. This will not change which items you have currently flagged
for trading, or even move your view up or down the lists of goods available for trade. The items visible on the
screen will stay exactly in place--it's their colors, and the colors of their [T] selection flags, that will change.
MODE 2:
Future bargaining prices set by existing trade agreements, what costs are expected to be over the
year to come. This mode is for reference only--it has nothing to do with making any transactions with the merchants
currently visiting your Depot. You cannot select/deselect an item for trading, offer goods in tribute, etc, in Mode 2. What you
can do is freely scroll up & down both lists of items, and [TAB] back & forth, to compare their premiums
now with what their premiums
will be later. The exact numerical price of each item in Mode 2 is also adjusted, to show what it
would be under the expected exchange rate.
Dark purple: No one in the next year will charge less than 200% for this | | | | | | | | Cyan: Item will trade at 200% or more at some point next year |
Dark red: The lowest price next year will be 175-199% of its base value | | | | | | | | Dark blue: This item will trade at 175-199% in the next 12 months |
Brown: This item can be bought for 150-174% at some point next year | | | | | | | | Dark green: At least 1 trader will offer a 150-174% margin |
Dark green: At least 1 merchant next year will bring this at 125-149% | | | | | | | | Brown: The premium on this item is expected to be 125-149% |
Dark blue: The lowest scheduled prices for this are between 100-124% | | | | | | | | Dark red: 1 of next year's merchants will offer 100-124% for this |
Grey: The best price in the coming year will be exactly 100% | | | | | | | | Grey: No trade agreements next year will affect the price on this |
Cyan: At least one expected trader will sell this at less than its value | | | | | | | | Dark purple: All traders in the coming year will undervalue this item |
If 2 or more traders scheduled to visit in the coming year will offer different profit margins on the same type of item, this function only reflects the one that is
more favorable to the fort; the broker remembers when to buy each good for the cheapest, and sell it for the dearest. This rule will be
ignored, however, in the case of items considered
offensive by the merchants: Suppose that you have a trade agreement with the elves, granting you a premium of 186% on bracelets, while the humans will offer you only 154% for those same bracelets. So looking over your Finished Goods sitting in the Trade Depot (this is in the autumn, while you're haggling with the dwarven merchants), you should see all of your bone & metal bracelets shown in dark blue, reflecting the 186% that the elves are willing to pay . . . but the bracelets made with
wood, or clear/crystal glass, are displayed in brown--because the elves won't actually
buy those goods, so trading them to the humans is clearly the better deal, despite the lower price.
Now, those are the colors on
the items themselves. A lesser version of the color-coded [T] warnings from Mode 1 is also present here: If a fortress-owned item is of a type liked by any of your nobles, it will get a
brown [T] next to it, reminding you that by the time the caravan that's offering the lucrative deal arrives at your fort, trading that item
could be illegal, so you might be better off selling it now.
Unlike Mode 1, Mode 2 will also show you colored [T] flags on the
merchant's side of the screen--this is to take advantage of the profit to be gained by buying from one caravan to sell to another. The trader's goods will be [T]-flagged as follows, but
only if you will be able to capitalize on it over the coming year. Let's get the flag colors out of the way first.
Cyan: Item will trade at 200% or more at some point next year
Dark blue: Will trade at 175-199% in the next 12 months
Dark green: Trade offers will peak in the 150-174% range
Brown: The premium on this item is expected to be 125-149%
Dark red: Next year's merchants will offer 100-124% of this item's value
Grey: No trade agreements next year will affect the price on this
Dark purple: All traders in the coming year will undervalue this item
I explained above that in Mode 2, each item among the caravan's goods is colored by the
lowest trading rate that you're likely to see during the coming year. Those items' [T] flags, in contrast, are colored according to the
highest premiums that you're scheduled to see over that same period. But those flags will
only be displayed if the trading rate(s) to come is
higher than the rate at which you can
currently buy it. So the presence of a [T] in Mode 2 means you can flip that item from one caravan to another, without doing a damn thing to it, and still make a profit--comparing the
color of the [T] flag in Mode 2, with the color of the item itself in Mode 1, tells you roughly how large that expected profit will be. (And, comparing the numerical prices will tell you
exactly how much profit there should be, but of course the color-coding is easier to look for.)
The game will treat Mode 2 as Inactive, and refuse to leave Mode 1, if any of the following are true:
a) The fort doesn't
have any active trading agreements (yet), making Mode 2 irrelevant.
b) The broker is less than a Professional Appraiser: They're simply not yet good enough at the job to juggle all those figures in their head.
c) The broker
isn't the actual broker, just a substitute acting under "Anyone may trade". (Possibly redundant because of
b? Would random citizens be familiar with upcoming trade agreements?)
* * *
I
had plans for an additional 2 or 3 Modes, but decided they most likely wouldn't be of enough use to be worth the effort.
Mode 3 was going to be about how "home-grown" each item was, an expansion of the game's existing record that reflects the extent to which an item was produced on-site. For example, compare a +pig tail sock+ that started out as a seed produced as a by-product of your Brewing industry, & was dyed with dimple cups similarly native-grown, with some («-alder wood crutch-») that you turned into an *«-alder wood crutch-»* by having your Jeweler throw some gravel at it. The sock is FAR more indigenous to the fort, and should be treated as such, at least by those players who care about such things. But then I figured, is the game even
capable of tracking that kind of item history? Would it even matter? How useful is identifying native items anyway? The only thing I
currently use that functionality for is easily picking out those items that I purchased solely in order to flip right back, and of course that's only of very limited utility.
Mode 4 was about how much of an impact the transaction would have on your fort's existing stock of goods. If your fort had, say, 283 gabbro boulders lying around, but only 2 iron bars, then buying 2 more iron bars would have a
much larger effect than selling 2 of your gabbro. I thought
some players might care about that, but then decided, no they wouldn't.
And the point of Mode 5 was its distinct
lack of color-coding: Instead of a confusing wall of text slamming you with a discordant riot of multi-hued information, everything would just be a calming, easy-to-read palette of whites & greys. You know, for all of those people who play Dwarf Fortress because it's so simple, and low-key, and doesn't ask much of you.