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this post was submitted on 10 Sep 2023
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I have had quite a bit of enjoyment with trading sims where you essentially function as importer/exporter, travelling from country to country with goods to trade and trying to maximise profit. This is the primary method of wealth building in games like Mount and Blade or Starsector and it's definitely enjoyable where it's implemented properly. In particular in Starsector where drugs play a role in supply and demand based on other factors.
Maybe it's not for everyone but there's definitely a crowd that genuinely enjoys this loop of travel from location to location trying to buy the right goods while coming up with the right routes and avoiding trouble or bandits or pirates along the way.
Yeah, Patrician III rocks because of it's Mercantilist simulation of the economy.
Fair enough. I was thinking about the feature where Minecraft villagers up their prices if you make the same trade a bunch of times. It just seems like a hassle given that the need to restock already works to limit how often you can make a certain trade.
Yeah that's a garbage feature. The way it works best is having different economic nodes in which a village/town/city produces specific goods based on the buildings it has. These are produced at a speed based on the input goods they can receive from elsewhere as well as local population, with various needs and such. Lots of goods? Low prices. High need for goods? Higher prices. Distribute these all over the lands/space and add many different NPCs travelling between all the nodes doing trade, now you have an economic system based on supply+demand. The player then tries to purchase low and sell high as they travel from place to place while being limited by their carry capacity + being slowed down the larger their party becomes.
Works well. Feels rewarding. This kind of thing can fit in well in a lot of open world games, not just these sandbox M&B style games, but they don't make the effort.