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Messages - calculon000

#1
Ideas / Re: Trader Contracts
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.
#2
Ideas / Trader Contracts
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;

  • You have a big need for [Resource X] for one reason or another, but are able to grow/produce large amounts of [Resource Y].
  • One of the things [Trader A] sells is [Resource X] and one of the things they want is [Resource Y].
  • If [Trader A] is currently in orbit, the comm console will have an option named "negotiate contract".
  • When Pawn reaches comm console you are presented with a list of traders currently in orbit, in this case just [Trader A].
  • You can set up a contract in which [Trader A] will show up every [N] days for the duration of the contract, which is [N*D] days, and deliver [Z] units of [Resource X] and expect to receive [W] units of [Resource Y] with every delivery.
  • Failure to provide [W] units of [Resource Y] on a given visit will result in a proportional shortage in the amount of [Resource X] they provide on that visit in a addition to a penalty of silver for each missing unit of [Resource Y].
  • The amount of penalty per unit was stated in the terms of the contract.
  • Refusal or inability on your part to pay the silver penalty will result in the contract ending in failure, in addition to orbital bombardment and/or ground invasion.
  • Contracts can be renewed/renegotiated upon successful completion.

Some additional considerations;

  • The [Trader] need not be an orbital ship but another settlement on the planet.
  • You could have a persistent reputation with a particular trader once you've signed a contract with them. Successfully completed contracts will increase their opinion of your colony, and will cause them to give you a reasonable discount for being a reliable supplier. Failed contracts will decrease their opinion of you and cause them to add a premium or not trade with you at all.
  • If [Trader A] sells [Resource X] and wants [Resource Y], and [Trader B] sells [Resource Y] and wants [Resource Z], and [Trader C] sells [Resource Z] and wants [Resource X], you could become an actual trading outpost by setting up several complimentary contracts like this if you can manage it.[/i]