<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"my idea is to make prices dependable on how much good the store have in stock."<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly how things work now.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"EDIT: Also there should be failsafe that will make imposible for player to buy all of one type of good and the sell it back to the shop for higher price."<!--QuoteEnd--></div><!--QuoteEEnd-->
That one is tricky, because for some reason, I am sometimes only allowed to buy so much food, sailcloth etc - is this a bug or part of the game? If it is, that is a very smart feature.
Pieter is of course right, there is no need to add goods, just for the sake of..adding goods. In the end, it will not add to the variation of gameplay and it will end up as work, never being noticed by the player.
But if we be theoretical and throw the current use of goods out of the window and pretend, that we are starting all over with both current and added/suggested goods, maybe exclude some or mix them into categories where needed (i.e. Paprika+Cinnamon=Spices and Cloth=Linnen+Silk?) Then we could find a coherence between adding more goods and add to the gameplay in an interesting way, it would be great. Maybe mix export/import and contraband with politics, such as import/export blockades from certain countries <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid="
" border="0" alt="w00t.gif" /> I dont know the meaning or use of half of the goods, so I googled and attached production/export area and use to them:
-Salt (Europe; needed to store meat due to heat conditions)
-Rum (Caribbean; destilled from sugarcane)
-Sailcloth (Caribbean and Americas; made of cotton)
-Planks (Europe; new and repaired ships, mills, houses)
-Ale (Europe; brewed on malt, herbs, spices)
-Sugarcane (Caribbean; makes sugar, rum)
-Sugar (Caribbean; refined sugarcane)
-Animals (Europe; meat, dairies and leather)
-Mahogny (Caribbean)
-Coffee (Far East)
-Tea (Far East)
-Ebony (Far East)
-Chocolate (Americas)
-Tobacco (Americas)
-Wine (Europe)
-Vinegar (Caribbean; made of palm, coconut)
-Copra (Caribbean; from coconuts, used for coconut oil, animal food - can explode!)
-Spices (Far East; Paprika, Cinnamon)
-Fruits (Americas; pineapple, capsule, palm, coconut makes copra, banana makes rope)
-Cotton (Americas, Caribbean)
-Sandal (Americas, Caribbean; fragrance wood)
-Silver (Americas)
-Gold (Americas)
-Bricks (Europe; ballast on ships and needed for mansions)
-Medicines (Europe)
-Cocoa (Americas; needed for chocolate)
-Cloth: Silk (Americas; like linen a cooling fabric), Linen (Europe; a cooling fabric in hot conditions), Leather (Caribbean; from animals)
-Rope (Caribbean & Far East; made from bananas "manila" and cotton)
-Food (Fish, Corn, Meat, Wheat, Water, dairies etc) Maybe interesting, maybe not.<b>For</b>: habitants on the islands have different needs, as not everything is produced in one place. <b>Against</b>: the ships' purser will combine all these things into rations on a ship, including ale for grogg.
It would be nice, if anybody could somehow categorize these into a constraint set of rules, from a make-sense doctrine. A Simple Virtual Sailor have some great ideas with his three levels of economy, and I made this to fit into his idea. But I´ll leave it open to others. If contraband could be extended due to this, it would also be great for piracy, smuggling and sneaky business <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />