Ludeon Forums

RimWorld => Ideas => Topic started by: calculon000 on August 29, 2016, 09:41:32 PM

Title: Trader Contracts
Post by: calculon000 on August 29, 2016, 09:41:32 PM
It would be nice to have a more reliable source of a resource you lack without using a mod which increases the frequency of traders or otherwise distorts the vanilla game balance.

It would work like this;

Some additional considerations;
Title: Re: Trader Contracts
Post by: LouisTBR on August 30, 2016, 04:28:22 AM
This sounds like a good idea! I would suggest a more serious consequence for failing to provide your side of the deal, such as:

'Angered by your betrayal, a group of traders from the trade ship [X] have entered your territory. They demand all the goods you failed to provide them and [Y] silver, failure to do so will result in attack'

What do you think?
Title: Re: Trader Contracts
Post by: calculon000 on August 30, 2016, 09:07:21 PM
Pretty much, but I was thinking that the contact states in it's terms that for every unit of [Resource Y] you fail to deliver on any given exchange, you'll pay [F] silver. You have the option of paying the silver and still fulfilling the terms of the contract, or refusing and having them bomb/invade you to raid you, like you said.

That way if you are 3 units short on one of the visits and have spare silver you aren't completely screwed and can still complete the contract successfully to the satisfaction of both parties.
Title: Re: Trader Contracts
Post by: Barazen on August 31, 2016, 01:33:11 AM
Maybe have pirates you set contracts with try to screw you as well, like they set up a caravan for 1000 smokeweed leafs, so you grow, and end up with 1500, surplus for your own colonists.

When they turn up they demand 'full' payment of 1500 or theyll attack etc.

Or maybe they go "nah, aint paying, we'll give ya half what we said we would" etc.

Make it easier to set a contract with them but make it rougher waters overall.
Title: Re: Trader Contracts
Post by: Pax_Empyrean on August 31, 2016, 03:16:13 AM
Quote from: Barazen on August 31, 2016, 01:33:11 AM
Maybe have pirates you set contracts with try to screw you as well, like they set up a caravan for 1000 smokeweed leafs, so you grow, and end up with 1500, surplus for your own colonists.

When they turn up they demand 'full' payment of 1500 or theyll attack etc.

Or maybe they go "nah, aint paying, we'll give ya half what we said we would" etc.

Make it easier to set a contract with them but make it rougher waters overall.
None of that seems even remotely fun.
Title: Re: Trader Contracts
Post by: Chibiabos on August 31, 2016, 04:44:25 AM
Are you aware you can now (as of Alpha 15) request traders from your allies by paying silver?  I haven't used it yet, I imagine you get a random trader so, if true, you aren't guaranteed to get what you lack, but it can help.

Tynan seems to like seemingly imbalanced strings of good or bad luck, I think to give the game a bit of a grittier feel, you have to deal with what you have and the game world isn't always nice to you ... so I doubt he'll tweak things too much for balance.