Outpost Commodity Demand Prices

  • I love the new commodity system; it's well- designed, fun, and requires thought and skill to try and maximize profitability. I also like how limited the market information is; requiring crews to look at the Inventories, keep track of supply/demand, etc.

    I'd suggest one relatively small addition:
    Add a page to the Commodity Inventory books at each outpost that provides the demand level for each commodity type. It should NOT explicitly provide prices but instead ordinal categories (e.g. Sought-After, Ambivalent, Unwanted, etc.). It should also ONLY be information for the Outpost at which you are physically present. Then you'd still need to travel to multiple outposts to learn the demand at each outpost each week, but it would be easier to weigh whether one should sell the other non Sought-After or Surplus commodities at a given Outpost. Currently, you have to sell one if these mid-level commodities and THEN make note of its price AFTER the sale, but a merchant should be able to know whether they'll make a profit, incur a loss, or break-even BEFORE selling a product.

    Again, this system is already very thoughtful and fun. Just a way to add more nuance without making it too easy/boring to know what the most profitable trade routes are.

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  • @hernan-razon I would be ok with this, as it is now I just buy everything and go in a circle visiting each outpost doing cargo runs along the way.

    Personally I think the animal delivery and cargo system could also be included, each outpost and seapost are after certain items; one tavern may want a rum shipment whilst a Hunters Call representative might want a shipment of chickens (any colour so the more gold animals you find the bigger your reward)

    Perhaps cargo could be expanded too giving more types of cargo ,perhaps a type that can be burned and maybe a variant for each area like how the devils roar got their own cargo (minus the price increase as it would just be reskins depending on where you got said cargo from.

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