Adder1234 wrote:Granger wrote:Yorla wrote:I'm afraid this will kill the trade completely.
Why would it? An underserved remote area will make it even more profitable to deliver goods there. Sure, would be a bit more of an effort - but that is what the merchants claim is they need to get paid extra for (their markup), isn't it?
That's the exact reason why I would like to see the developers getting rid of teleportation: To return relevance of locality. To impose a cost (for security) to transporting goods. To enable new professions, like security specialists that travel with convois to protect these against bandits.
My thoughts exactly. There's a reason why trading was one of most profitable and most dangerous professions in ancient time and I would love to see that reflected in haven.
Ceteris parabus, something being far away does not magically make it more profitable to sell something there. You're going to charge them more naturally. Because instead of doing all of this in a centralized location, either of you had to go out of your way to make the transaction. A centralized market hub is an economy of scale insofar as trade and transaction costs are concerned. If transaction costs (your time and the literal higher price) are high enough people simply won't trade because of the opportunity cost.
That said, people are going to trade regardless of how much more of a pain in the ass it is. All this is doing at the end of the day is increasing the cost of goods, and reducing supply if people are crowded out by transaction cost. Trade is always going to trend toward centralization if there's still an economy of scale to take advantage of. I wouldn't worry about market collapse.
Markets, uh, find a way.