1) Its too easy to just buy out every caravan. Fortresses produce too much value relative to the amount of goods caravans bring.
More to do with the ridiculous price increase caused by any kind of quality handiwork. Well, that and the exponentially increasing speed of labor
Should be more like
-125%
+150%
*175%
≡200%
☼300%
Masterwork prices are laughably inflated right now but I figure Toady wants that. Toned it down quite a bit though
2) Despite the capability of buying out the caravan, much of what the caravan brings is absolute junk you don't want, so you have to *give away* most of your production simply to clear it out to have room to make more.
If I could actually buy exceptional and masterwork furniture instead of junk masterfully
decorated with something stupid like cloth, I would. Until then, I'm highly interested in metals of various kinds and gems. Dwarf's preference for say, bloodstone has a dramatic effect on his room value if it's used. It'd be nice if I could commission the humans to do it for me if I don't feel like having a carpenter in a glacier fort
Raw materials are a bit too cheap right now. Wouldn't mind paying 10x the real price for materials. I'd still stand to make a profit and that shipment of solid gold bars might feel as such. I don't need to be able to afford all of it by year 2
3) Crazy absolute pricing, like Iron being worth as much as silver, which leads to the discovery of a single magnetite cluster meaning you don't care about over half the metals you find because you have so much iron that is simply worth much more than those metals. (Seriously, wtf?). And lets not talk about *Dwarven Syrup Roast* [50].
More of a problem of the iron being usable for everything. Rings, goblets, you name it. If it wasn't, jewelry metals would retain some importance
Don't think you should be even able to sell prepared meals but they're a placeholder anyway
4) People buy crap that is completely worthless to them. Like you dumping all the Narrow garbage from the goblins on unsuspecting merchants. (In my proposed system, the value of goblin clothing is approximately zero for virtually all merchants because the supply is infinitely greater than the demand).
It's only valuable because luxury materials aren't segregated and thus they randomly use giant cave spider silk. Without that, it'd be worthless junk
I wouldn't mind making clothes that actually fit my customers, even if technically they might be just selling them onwards or.. having a lot of fat babies. What size do elves wear again? Stuff that doesn't fit should probably get a significant value penalty. It can still be peddled to the next village
Let's face it, most of the things you can make ARE worthless or very quickly become so if value is simulated. And the stuff that would have reasonable value like precious metals and gems runs out really, really quickly. Same for food. Selling and buying raw materials should probably have a price modifier to make it even worth bothering with. Makes it less ridiculous to buy an iron bar and two and multiply it's value by a zillion by making armor
The only communal aspect I can think of is that everything produced by the dwarves is owned by the fortress, which mostly seems to be a way of oppressing the masses and having the elites thumb their noses at the hard working dwarves who make stuff so they can walk off with it, while paying them a pittance of its value for their labor (via government wages).
Yes, well, how do you fit an economy based on masterful overpriced mugs and other luxury crap on that? Dwarves are more like communists than anything, even when the nobles arrive and impose their inane vision of economy on them
Because presumably they can't make everything they need. Why do you trade with caravans at all, again?
To get stuff that isn't in infinite supply. And to acquire said things I need to make things that are in infinite supply. Like glass
They don't *need* glass. Especially if they have to trade a wagonful of food for a single clear glass window. Same for mugs. They don't need overpriced garbage. I mean, gold is overpriced garbage but at least it holds some cultural value. What's the value of a goblin skull with shards of green glass in it? I can't make anything they need that they can't already make themselves. Well okay, for the first year of the fort I might find gold and stuff. And then abandon my fort since everything of value was exhausted. Not really fun now is it?
What do houses have to do with what Carpenters do in DF?
Carpenters make tables too
Really, would you import crap that someone in your own community is already capable of making? And I'm not talking of this mockery of today where electricity is both exported and imported at the same time. Guess someone must be looking after us behind the curtain if system like this is functional
More seriously, you become the mountainhome somewhere around 150-200 dwarves. Elites will drive much of the demand for luxury goods, including Nobles and Legendaries (military and non). Since government handles all the trade transactions, the fact that these individuals don't pay for goods internally just means they have some sort of share in the government that entitles them to profits.
Yes but the demand won't be very long lasting if my massive mountain home has 200 guys in it. Even if all of them bought a set of silverware, that'd maybe take a year to acquire after which silver would effectively be worthless again
Modern economics deal with billions of people. Don't really mix with olden times
I'd expect far higher trade volumes in production goods. You'll note that a single dwarf can use something like 100 bars of iron in a couple seasons if he works constantly. I've seen a clothier use >100 pieces of cloth in less than a season. I imagine humans aren't quite so productive, but nonetheless the demand for thread, cloth, metal, stone, gems, and similar intermediate goods should be high.
That's all well and good but how long will that demand last if the end products are useless? Should the government buy my socks and chasm them to keep the mockery of an economy going? I'm sure you see what I did there
Every good should have some sort of obsolescence schedule. Its why people need to keep buying more stuff. Food and drink gets consumed, clothing wears out, etc... Sure, you may have boots from your grandfather, but do you wear them *every single day*? Seriously, why do people keep making boots if old ones never wear out?
We were conditioned to be wasteful to facilitate modern economics. Very few things actually need to be consistently replaced. Very few things
were replaced back then
Softer clothing wears out even faster - I've got a shirt that's 16 years old and has held up remarkably well, but other shirts that are unfit for anything but around-the-house wear that only lasted 3-5 years. Clearly if I am to maintain sufficient clothes I need to buy more.
Your "rags" were luxury back then. Most clothes were made at home out of crude thread. Perhaps dyed with berries and the like. I couldn't quite pass for a noble wearing cotton but I'd certainly be considered wealthy
Your "need" to buy new clothes every
3 years 6 months to impress the girls is based on modern values
I'd expect the peasants to buy the cloth and sew their own, but they still have to buy the cloth.
They probably wouldn't buy ≡cloth≡ with ≡dye≡ since they couldn't afford it
The two basic rules are
(1) You can't produce everything need (or its grossly inefficient to do so)
(2) You can trade your surplus for other people's surplus.
If either of those fails to be true, there is no trade, and having it in the game is pointless.
It's in the game to provide the player with stuff he wants. And as stated already, my surplus quickly vanishes and the stuff that doesn't run out is quickly worthless
Not everything. But not just making masterwork silk shirts either. You might focus on the entire clothing industry. Be too narrow and you'll flood your own market (with the production capacity possible in DF). Be too wide, and you won't need to trade for anything at all.
Flooding the market for luxury clothes would take a decade at most
Yeah, wouldn't hurt if there was an incentive to make a full suit of armor instead of several chest plates
Why do you imagine scraping by? It turns the trade game into an actual game where you need to plan your economy to maximize your profits in the economy, which might be rather different from game to game (depending on which civs survive and how many settlements they found). As it stands now, you just overproduce a few things that are worth crazy amounts of money and empty caravans.
Yeah, since statistics really make for a fun game
You want realism in the economy. But if the economy is realistic, I can't produce anything of value on my site after the demand for clothes vanishes. Poverty is inevitable
And every good type needs to implement obsolescence. Goods that are infinite in duration are stupid.
Throwing away your shirt after 2 years is laughable considering the time period. If you measure this stuff in decades, yes, there would eventually be demand for another 3 mugs. However, the game quickly becomes tedious if you start making it realistic. You can't buy anything once you run out of gold ore, sieges never arrive since goblins take 12 years to mature etc. Those smoked meats won't get you anything fancy
Basically, my site can't infinitely generate gold. Other sites can. I can't compete with that