4_Trade & Bartering

Bartering is a secondary economy in TCoM where any item found can be used as trading material for other goods and services rather than direct currency.

Item Categories

Items fall under these broad categories. Items are sorted from least to most valuable inside of their categories.

Natural

Anything found in nature.

Industrial

Anything metallic or manufactured. (Nothing added as of yet)

Crafted

Anything that has been crafted by hand. (Nothing added as of yet)

Foodstuff

Anything that is edible (Nothing added as of yet)

Unsorted

Anything that doesn't fit into these categories (Nothing added as of yet)

Items can be earned by foraging, crafting, purchasing, or bartering. Anything that goes into the player inventory counts as potential trade material.

Inventory Management

The trade bag is what determines the size of a player's inventory for both general purpose and trading material.

Players start with a 4×4 grid (16 slots). The trade bag can be expanded by purchasing an upgraded trade bag, but requires a set global reputation to purchase an upgrade. Upgrades increase size by 1 row every 2 global reputation tiers up to a max size of 4×8 (32 slots).

Items placed in the trade bag can be stacked only up to their defined stack limit.

Bartering

Bartering occurs anytime the player enters a trade with another NPC

Overview

Every trade is a negotiation between:

The player can be either buyer or seller depending on who initiated the trade.

NPC Item Evaluations

Each seller evaluates items based on their base hidden value, category preferences, daily demands, and variety. Evaluations will occur when the trade table has reached a sellers satisfaction level. They will then be accepted or rejected, and the cycle will complete until the seller has accepted enough items to fill their satisfaction.

Base Hidden Value

Every item has an internal currency-equivalent value (e.g. Stones = 2c).

Preference Modifiers

NPCs can have a preference on categories. For key NPCs, these are rolled once per game save. generic NPCs are rolled once a day.

Daily Demand Modifiers

Each day shops will rotate what they have in surplus, and what they are in demand of. This greatly impacts the evaluation of bartered items.

When a category is in demand:

When a specific item is in demand

When a category is in surplus:

When a specific item is in surplus

Variety Modifier

Sellers prefer variety on the trade table and will gradually get tired of repeated items.

Items will remain at full value when placed onto the table, but subsequent items will lose an incrementing percentage of their base value for each duplicate item is already on the trade table or has been accepted already.

Accepting & Rejecting Items

Trades revolve around buyers and sellers evaluating, accepting, and rejecting items to get the most value possible for their efforts.

Acceptance

An item is considered accepted when a seller wants the item.

When an item is accepted:

Accepted items cannot be removed unless the entire trade is canceled or are haggled off the board.

Rejection

An item is considered rejected when a seller does not want the item.

When an item is rejected:

Burnout

When an item reaches 3 rejection strikes, it is considered burnt out.

When an item is burnt out:

Haggling & Bargaining

During evaluations, both buyers and sellers may propose a haggle to sweeten the deal in their favor.

Seller Haggles (NPC only)

A seller may challenge the buyer with conditions, such as:

Conditions must be accepted or rejected immediately before the evaluation can continue.

Buyer Haggles

The buyer can attempt to:

Mutual Bargaining

Mutual bargains can occur when both parties are close to satisfaction. This is a period in which a seller or buyer will accept a lesser, but simpler deal to end the trade rather than attempting to get the most value possible.

When a mutual bargain is presented: