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Trade

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Trade options in Illyriad consist of free "under the table" point-to-point shipping of most any resource, taxed, safe, individual trade offers created and accepted within the marketplace, or (upcoming) ongoing trade operations handled in Faction trade hubs. Illyriad's economic model has been scrutinized by a professional economist and strives to maintain a delicate and diverse balance of resource/wealth sources and sinks.


Contents

A Short History of Trade in Illyriad

Trading was originally done on a strictly Player-to-Player and City-to-City basis, and this remains the basic method for exchanging resources with other players. In August 2012 a major change classifed as Trade V2 was introduced, which opened the various Faction Trade Hubs as centers for players to trade, subject to taxation by the controlling factions. Trade has become centered on Centrum, with other hubs being used mostly for safe storage rather than trade, but various attempts have been made to limit access to encourage trade at the regional trade hubs.

It has been foretold that - when factions become fully operational as intended - players' ability to trade at hubs, and the tax rates imposed - will become dependent on the player's and his/her alliance's standing with the controlling factions.

Transporting Goods

As soon as you have caravans avaliable to carry your goods you can send resources from one city to another city or other square on the map. A player can select resources (including gold) to be sent to a destination city or map square (such as when completing a trade quest).

Caravans each have a capacity of resources that they will carry from 200 to 3000. All resources that can be shipped, except gold, are treated equally in terms of caravan capacity. A single caravan can carry a virtually unlimited quantity of gold. (Programmers will know that there must be some actual limit, but it is not one based in game design.)


The World Market

Marketplace Trading

Players make buy or sell offers on a a worldwide trade market for basic or player produced (but not gathered or crafted) resources. The game automatically sets aside caravans loaded with the resource to sell or gold to make the purchase, waiting until the offer is accepted[notes 1]. Bids and offers are known immediately worldwide and can be accepted by anyone that has the required resources and number of caravans available--regardless of the distance between buyer and seller. When a bid or offer is accepted, the buyer automatically dispatches the caravan loaded with gold, and the seller automatically dispatches the caravan(s) loaded with resources. King Sigurd imposes a tax on the seller, to the value of 7.5% for per trade offer. An offer cannot be accepted partially.

When the caravans arrive, they deposit their cargo and immediately begin the return trip empty-handed. Accepting a bid or offer from a distant city can cause quite a long wait--up to 5 days 14 hours each way for a corner of map to corner of map trip with the slowest caravans (at 21 tiles per second).

Trade Hub Trading

As soon as a city is able to trade on the world market it will also be able to interact with Faction Trade Hubs by viewing and accepting (wholly or partially) both "buy" and "sell" offers made at the hubs. All cities have access to trade hubs within a certain range, but capitals also have access to the Illyria's leading trade hub at Centrum which has the most active commercial activity. Aditionally, all cities can gain access to any trade hub by stationing a Trader there.

Placing trade orders to buy or sell goods at a trade hub requires stationing a Trader there. However, the trader represents his ruler, not just the city where he was reqruited. A trader can therefore trade with goods sent to him from all the ruler's cities.

Because trade hubs are controlled by factions it is they who set the tax rates based on a players standing with that alliance. If you are in very bad standing with an alliance you will not be able to trade at all at their hubs.

Trade hubs can be used as extra storage, and any goods stored there is safe from thieves. Goods can be deposited for storage at a hub by any city with the necessary transport capacity, but it can be retrieved only afteer a trader and caravans have been stationed there.

Useful Guides



  1. Resources that are "in the caravans" do not appear amongst the regular stockpile, but still consume storehouse space and are not protected from military and diplomatic theft. If a thief attempts to steal more of a resource than is available outside the caravans, the trade offer will be automatically canceled to accommodate the theft.