Trader Contracts

Started by calculon000, August 29, 2016, 09:41:32 PM

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calculon000

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]

LouisTBR

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?
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

calculon000

#2
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.

Barazen

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.
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Pax_Empyrean

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.

Chibiabos

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.
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