10 lines
1.2 KiB
Markdown
10 lines
1.2 KiB
Markdown
# Modelling trading cost and risk
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In a dynamic pre-firearms world with many small states and contested regions, trade is not going to be straightforward. Not only will different routes have different physical characteristics - more or less mountainous, more or fewer unbridged river crossings - they will also have different political characteristics: more of less taxed, more or less effectively policed.
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Raids by outlaws are expected to be part of the game economy. News of raids are the sort of things which may propagate through the [gossip](the-great-game.gossip.gossip.html) system. So are changes in taxation regime. Obviously, knowledge items can affect merchants' trading strategy; in existing prototype code, individual merchants already each keep their own cache of known historical prices, and exchange historical price data with one another; and use this price data to select trades to make.
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So: to what extent is it worth modelling the spread of knowledge of trade cost and risk?
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Obviously the more we model, the more compute power modelling consumes. If the core objective is a Role Playing Games as currently understood, then there is no need to model very complex trade risk assessment behaviour.
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