Foreign Trade, off-map external trading, merchant caravans
I would love to see the ability to trade resources with foreign settlements. The way I imagine this being done is somewhat similar to Ostriv. There would be two trade buildings, a trading post (for land-based trade) and a port (for river-based trade). You could send traders to foreign towns (with an up-front cost dependent on the distance between the towns), and barter for resources with the town upon arrival. This mechanic would hopefully make the world of Timberborn feel much more believable.
Additionally, there could be a third faction focused on trade. They would have the ability to send traders longer distances, sending traders would be cheaper, they would get better deals when bartering, and they would have access to stronger versions of the trading post and port - the trading emporium and harbor.
Comments: 22
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16 Sep, '21
YeeshñawSome more ideas for the merchant faction and international trade: The medium of foreign trade could be paper money (this would have no impact on the internal economy of your city, they would be used purely for trade with foreign city-states). The merchant faction would be the only ones who are able to produce this money (using a unique building known as the mint), while everyone else would only be able to get it by trading with the merchants. The merchants could also have access to a bank building, that would allow them to grant loans to foreign cities.
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21 Sep, '21
Ferran Ferri MergedMy idea is to simulate that there are other communities and that you can exchange excedents for some luxury/commodity/technology items that you cannot get by yourself. There are two ways to achieve this:
- A system to make carts or caravans of items and to lost some beavers for some time.
- A commercial beaver caravan that arrives and can exchange materials for things. -
21 Sep, '21
pmduda Admin"Comercial mechanics" (suggested by Ferran Ferri on 2021-09-21), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Oct, '21
Thelightcosine MergedAdding trade caravans(or floatillas?) could provide a way to trade resources you’re abundant in, for ones you are not. It could also provide continued metal when ruins run out.
The caravans or floatillas could require a trade post before they’ll arrive. They could also come from different factions which prize resources differently. -
05 Oct, '21
Gin Fuyou Admin MergedOh, yes, and let me rob corovans! (sorry, an old local meme)
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06 Oct, '21
EdesRozsa MergedThey could also come from other players, potentially!
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06 Oct, '21
EdesRozsaWould also be good for multiplayer games -- perhaps merge with https://timberborn.featureupvote.com/suggestions/221764/trading-with-offmap-coloniescaravans#comment318969 ??
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03 Nov, '21
Ignotus MergedLategame Trading/Resource system that when combined allows the player to specialize or generalize as they see fit.
- More item production and/or quality levels - more crops, more specialty production (clothes, tools, furniture, food, etc), higher quality items (masterwork furniture, tailored jackets)
- Items have use within the town (may increase work speed, happiness, longevity, etc)
- Higher quality items are created by (happier beavers, more experienced beavers, upgraded shops, etc)
- Items can be sold to trader or bartered for necessary resources and other items
Example:
I've survived a few droughts with a small town. Instead of expanding into more districts with the same forester/farmer/water pump setups, I create a town that specializes in apple cider, brewed from apples from an apple orchard. Or maybe I create a forestry town, specializing in growing hardwood trees and making high quality furniture. The town gets food and other supplies from the Trader or the main dist -
14 Nov, '21
HappyBeaverYes! It would be cool also to be able to trade food for water during a draught if under pressure. Just 2 days ago I lost a beautiful settlement because my beavers coudn't finish filling the big water tank before a really long dry season - my fault, I know, but still - all my beavers died :'(
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03 Jan, '22
Gemma MergedRelations with other towns/bandits on the map sending adventurers
- Defense mode (towers, soldiers...)
- Other towns on the map you can have commercial/spiritual/defensive relation with
- If you are prospering beavers can immigrate and the opposite.
- With a very good relationship o conquering you annex other cities -
03 Jan, '22
Gin Fuyou Admin Merged"Multiple Towns & Relations" (suggested by Gemma on 2022-01-03), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Jan, '22
Anton Merged@Gin Fuyou I thought they were COWovans.
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03 Feb, '22
ChampiOr there could be outposts of the factions you're not playing displayed all over the map. It could allow for trade and, eventually, politics (exemple: the ironclaws ask you to generate more power, in exchange you get a free building, or food) but i think its a bit far fetched.
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21 Feb, '22
Tommy-xan MergedSome kind of exchange feature would be nice to get rid of excess produce, particularly towards end of game. In some of the Roman civilization games, they have nice features for empire-building and external trade that would be nice to see in this game.
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22 Feb, '22
Gin Fuyou Admin"Trading with off-map colonies/caravans" (suggested by Thelightcosine on 2021-10-05), including upvotes (10) and comments (5), was merged into this suggestion.
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22 Feb, '22
Gin Fuyou Admin"External Trade" (suggested by Tommy-xan on 2022-02-21), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Oct, '22
Carmantar MergedWith a bonfire, beavers can signal wandering beavers where they are. This can happen in two tiers, with a player operated bonfire (like tnt) and a signal tower which is automated and burns every x days.
Caravans need a trade post to stay and trade. Beaver need to supply the caravan with water and food before they can initiate the trading.
The caravan has a random selection of goods on sale. The trade post is essentially a warehouse where a buy/sell order can be set by the player or automated in a second tier of the building.
Caravans would allow players to get a couple pieces of tnt or blocks of metal to create a first canal or build a battery. But would not be viable as a replacement for the production chain.
This also opens options for story quests. Trade with x beavers or supply x groups of pilgrims etc.
Image contains (very basic xD) ideas for a bonfire, signal tower, caravan camp and trade hall. Also a little cart for the traders.
Related: 252921, 214853 -
09 Nov, '22
Gin Fuyou Admin"Trading with caravans" (suggested by Carmantar on 2022-10-29), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jul, '23
Gin Fuyou Admin"Economy and trading system" (suggested by Alex on 2023-06-22), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Sep, '23
A new player MergedYou would trade with your other colonies so if you have a massive abundance of something you can trade it for food metal wood or other Resouces this also doesn't have to be trade between your colony's it could just be between you and NPCs maybe factions also factor into trade like if you trade with a folktales settlement and your iron teeth the prices will be higher and if you add an underground bever faction iron teeth might have better relationships with them making prices lower also trade would not be instant it would take days also you could make it to where you have to place a port to trade and ship would use the river as their way off the map this would also mean you would have to open the flood gates that most people use to block water from leaving the map. thou people might try to cheat with the time thing by setting their computer time forward..
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12 Sep, '23
Gin Fuyou Admin"Trade" (suggested by A new player on 2023-09-10), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Nov, '23
Gin Fuyou Admin"Late-game off-map trading and diverse, quality item production" (suggested by Ignotus on 2021-11-03), including upvotes (7) and comments (0), was merged into this suggestion.