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DF Suggestions / Re: Caravan price and weight
« on: November 10, 2009, 01:39:31 pm »Your assumptions are based on how the game currently is, Squirrelloid. The game currently makes no sense in a number of different ways. You get more sensible results if you base your arguments on reality, which includes animals eating, wagons costing to buy/make, having to pair for repairs, more frequent eating/drinking (it's only so rare in-game because it takes so long for the dwarves to do), et cetera.
I expect merchants to obey the same rules everything else in DF does. That said, some of these rules will change and some will not.
I expect the economic behavior to improve. So its rational to allow for that. Ie, letting them buy below the listed cost, or increasing the price to buy above the listed cost as the default sell price, or something that makes an economy actually function.
I expect wagons to have a cost, I allowed for that. I also expect them to cost less than a domestic animal, because they do in reality (and always have afaik).
I do not expect to ever see objects break in DF since it doesn't seem to be on the developement list (afaict), certainly its not a core component. Thus no wagon repairs because they never break and will never break. At best, as creatures, wagons would have a 'lifespan' and 'die of old age', which I tried to account for.
I expect merchants to eat and drink on the same cycle as dwarves. The infrequency is a matter of simulation - presumably those meals are scaled such that they are eating the right amount of food per year (whatever that is), and its more convenient to cause them to show eating behavior the current number of times (~7/year iirc). Since merchants are eating the same scale food, they should 'eat' just as often. Its completely unreasonable to think a merchant should eat 50 times as much food value as a dwarf each year. I mean, sure, we can imagine them eating 50 times as often, but then they're eating 1/50th as much to keep the simulation reasonable.
I expect animals will eventually eat, and I even accounted for that. However, I also expect Ruminants and Hippomorphs to be able to eat *grass*, a resource that you don't exactly track. I even accounted for the cost to feed animals above.
Basically, with the exception of wagon repairs, I accounted for everything you said, or see no reason why merchants should behave differently from dwarves, and did so using logic based on how the game currently functions or is expected to function. Historical arguments are ridiculous when we don't even know how much a dwarfbuck is historically. I mean, yes, maybe it costs 4 denari to move a donkey one mile, but maybe a dwarfbuck is 1000 denari. Who knows. I'm pointing out the logical things that contribute to transportation cost are relatively cheap in dwarfbucks to the sellprice in dwarfbucks - how can i compare the price of transport in Roman currency to the sell price of goods in dwarfbucks? How can anything possibly be concluded from that?