krawco wrote:SpidersEverywhere wrote:I have idle visions of a world sloping down from mountains on one side, through hills, forests, mountains, grassland and coasts to an ocean with islands, each climate zone best suited to certain crops, food hard to come by on the mountains but rich with minerals, and proper tributary river systems flowing down from the highlands and merging into great wide rivers that flow to the sea...sailing trading trading boats and barges up and down a river, trading for spices and exotic food at the islands, fish on the coast, farm and ranch products in the grasslands, lumber in the forests, game in the hills, minerals in the mountains, selling each product where it's in greatest demand. No fast travel. The journey takes days. That's trade.
All that in Hnh? Dream on =D
I will, thank you. There's really nothing in there that isn't either planned or frequently suggested.
Forced character specialization would do nothing to change the fact that a large village can produce everything in the game, it would just make villages more authoritarian about how their members spend their time. It would also tip the balance of power even further towards large factions, as hermits and small groups wouldn't be able to get by on their own.
For something to be worth trading, it has to be or require one or more of the following types of item:
- Time-consuming to acquire in meaningful amounts. Linen, cavebulbs, etc.
- Requires an advanced character to create. Particularly Psyche crafts, which the devs have noted have gotten rather out of hand.
- Localized, so you can't get it just anywhere. Metal, high-q water/soil/clay.
If we want more trading, we need more items in at least one of these categories.
More time-consuming items? Ugh, there's enough already. For variety I wouldn't mind a few more things like pearls where persistence occasionally gets you a single valuable item, but that's more of a matter of psychology and storage space.
More advanced items? Well, it wouldn't hurt, but it wouldn't really change the trade system as it stands.
Now, more localized stuff, that's what we're talking about. Right now, with fast travel and relatively homogeneous terrain it's not hard for a faction to have everything available internally. But for world 4, no fast travel and regional diversity could add a huge amount here. I don't know about you but when I think of
trade the first thing that comes to mind is loading up a wagon or a boat with locally-produced goods and taking them to some place where they're in demand, swapping them for whatever's plentiful there, and continuing on.