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Planned market changes

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thunder

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Post 12 Feb 2015, 14:41

Re: Planned market changes

Hello!
Let's start to thinking on it...
Here is the table of the actual release of the Market. r6720
Maybe the 32 stone for one horse is a bit lot....Should to reduce the value of it...It isn't counting with the transporting time. 1 horse is only 5 corn+transporting and developing time.
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Krom

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Post 12 Feb 2015, 16:07

Re: Planned market changes

Nice table you've got :-)

What do you want to start doing with it?
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Ben

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Post 12 Feb 2015, 16:09

Re: Planned market changes

Since we're bumping old topics, I would again would like to see 1 sausage -> 1 timber. It wasn't abuse. It offered new strategies at the cost of losing valuable food.

But that won't happen anyway, huh? :P
#thunderposting #greentornado
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Killer!!

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Post 12 Feb 2015, 16:15

Re: Planned market changes

Very nice to see this topic, I was planning to make a market topic myself but I seem it´s not needed anymore ;)

I personally think that the market prizes are to high atm, and it was better in the days of the shieldpatch.

I think nice changes could be:

1:1 Sausage for timber (In older releases I remember this being a nice starting trade, but not to powerful either) (now it's 2:1)

1:1 Fish for timber (I think fish should be at least as expensive as sausages, cause of the fact a fisherman only gets 2 fishes while a butcher makes 3 sausages every time and because fish isn't for ever, so I think it's a nice trade) (now it's 2:1)

1:1 Fish for corn (same story as fish for fish for timber)

1:1 Wooden shield for tree trunk (I think it would be very nice to see, because I know without market 1 tree trunk = 2 wooden shields but if you look at the producing time for the trade I think it's not a big problem and that's what economy is also about isn't it, doubling your resources) :)

Siem
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thunder

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Post 12 Feb 2015, 16:34

Re: Planned market changes

I complete disagree. The cheap food is make market abusing in the early games. This was the main reason of the higher prices.
What i would like to see that is clearing the fraction trades and more expensive stones.
sometimes a ware is cheaper but the formula has rounding. I mean on half prices. What if there is minimum order quantity.
MOQ-with this could make better price.

Just an imagine situation:
1 shield value is 2,5 timber, but basicly can get only 2 for it.
but what if the market tell us you can trade shield to timber if buy minimum two piece, so the result will be
2 shields for 5 timber, and we got more exact market taxes.
If i know well this is called lowest common denominator maybe? :S
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Everstill

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Post 14 Feb 2015, 16:04

Re: Planned market changes

I had the same idea after testing the market for some time now. Instead of making, for example, 1 sausage for 1 timber or 2 sausages for 1 timber, just make trades like 3 sausages for 2 timber. You will have better control over the prices and will not let numbers rounding messthings up.

Please do not use such language on this forum. Thank you.
Last edited by Ben on 16 Feb 2015, 01:55, edited 1 time in total.
Reason: Swearing
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Jeronimo

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Post 15 Feb 2015, 22:52

Re: Planned market changes

Previous Market 2.0 was better that current "2.2?"
The Market that had 1 sausage -> 1 timber was the most accurate of all markets.

The current table seems over-expensive in practically 90% of its trades.
The same you get with Market at 2.5 or 3.0. For me it had "crossed the line" long time ago.
KaM Skill Level: Jeronimo
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thunder

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Post 10 Jul 2017, 10:41

Re: Planned market changes

Jeronimo wrote:The current table seems over-expensive in practically 90% of its trades.

Agree. The market seems useless still in the lategames too where it should be effective. Only very few ware trades have sense to use it.
No sense to trade wares
* which needs lots of amount of wares from somthing -For example stone to horses
*no sense to trade something if need lots of serfs, I tried out the stone to horse...ONCE
*How is the priority of trading or carring wares into market on the serf's to do list?
*And still very high taxes for who? :mrgreen:
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zombie01

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Post 10 Jul 2017, 20:22

Re: Planned market changes

thunder wrote:
Jeronimo wrote:The current table seems over-expensive in practically 90% of its trades.

Agree. The market seems useless still in the lategames too where it should be effective. Only very few ware trades have sense to use it.
No sense to trade wares
* which needs lots of amount of wares from somthing -For example stone to horses
*no sense to trade something if need lots of serfs, I tried out the stone to horse...ONCE
*How is the priority of trading or carring wares into market on the serf's to do list?
*And still very high taxes for who? :mrgreen:

2 year old necro
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Ben

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Post 12 Jul 2017, 03:44

Re: Planned market changes

Lets be honest, any post on this forum is essentially a necro these days ;) That said, any signs of life are exciting.
#thunderposting #greentornado
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Krom

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Post 12 Jul 2017, 05:42

Re: Planned market changes

Market must be useless to not break the fragile KaM balance :-P
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The Dark Lord

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Post 12 Jul 2017, 14:12

Re: Planned market changes

But it's not. 4 wooden weapons for a horse still is a great trade in my opinion. It doesn't take 50 horses to harass your opponent, dance in front of bows or do some scouting. Therefore, if you're not planning on making stables, spending some excess weapons on some horses is great but obviously it's not game-breaking.
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Krom

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Post 13 Jul 2017, 06:06

Re: Planned market changes

True, for a few horses market is great.
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thunder

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Post 10 Sep 2017, 10:57

Re: Planned market changes

Hi,

I would have a quick question.
Is the StatProducedWares counting with the produced wares by trades also?
Thank you!
t
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Rey

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Post 10 Sep 2017, 14:33

Re: Planned market changes

Hi, t!

I do not know. Have to check code etc.

Can you try it with some simple script ?
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