Hello The Diamond, and welcome to the forums. Since you given me a whole lot of stuff to respond to, each answer is going to be painfully brief...
One suggestion... for the things that you think we might have put in the models, but haven't come across yet, try using the search feature. For instance, in your merchant comments you mention about merchants having actual routes. They do, and we discuss that in a thread specifically dedicated to the merchant model. With luck, a forum search using merchant and route as the keywords would have turned it up.
The people generally don't specialize in specific trades like carpentry in the model. I thought that was just too detailed. The only way we have to do that in a crude fashion is by using Specials to represent important subcomponents of the economy.
You seem to think prices are static. Prices vary with the local market. So if you start cutting down all the trees (ecology model) the amount of resources will decrease, and the price of resources will then go up, making the people build fewer houses... However, because the price of resources has gone up, if there is a cheap way to get resources into the province, merchants will seize that opportunity to make a profit. It really works about as close to the real world as I think we can get in a game. Anyway, prices of both the fundamental things like food and goods, and more complex things like infrastructure change with the local market.
Currently, the merchant model only handles long-distance trade. We could change that so that merchants could also make money with intra-province trade. There is a whole thread on merchants that you should find, and please put these comments there, because they're likely to get lost in this thread. In case you don't figure it out yourself you could edit your post above, and while in edit mode just copy all the text on merchants, and then start a new post in the merchant thread with it. Currently the plan is that merchants that come from the people do their own thing, whereas if the government commissions merchants, the player gets to tell them what to do. But we have to make this streamlined, or it will be a micromanagement nightmare.
One suggestion... for the things that you think we might have put in the models, but haven't come across yet, try using the search feature. For instance, in your merchant comments you mention about merchants having actual routes. They do, and we discuss that in a thread specifically dedicated to the merchant model. With luck, a forum search using merchant and route as the keywords would have turned it up.
The people generally don't specialize in specific trades like carpentry in the model. I thought that was just too detailed. The only way we have to do that in a crude fashion is by using Specials to represent important subcomponents of the economy.
You seem to think prices are static. Prices vary with the local market. So if you start cutting down all the trees (ecology model) the amount of resources will decrease, and the price of resources will then go up, making the people build fewer houses... However, because the price of resources has gone up, if there is a cheap way to get resources into the province, merchants will seize that opportunity to make a profit. It really works about as close to the real world as I think we can get in a game. Anyway, prices of both the fundamental things like food and goods, and more complex things like infrastructure change with the local market.
Currently, the merchant model only handles long-distance trade. We could change that so that merchants could also make money with intra-province trade. There is a whole thread on merchants that you should find, and please put these comments there, because they're likely to get lost in this thread. In case you don't figure it out yourself you could edit your post above, and while in edit mode just copy all the text on merchants, and then start a new post in the merchant thread with it. Currently the plan is that merchants that come from the people do their own thing, whereas if the government commissions merchants, the player gets to tell them what to do. But we have to make this streamlined, or it will be a micromanagement nightmare.
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