Currently the markets only serve to make market improvements, and although you can sell and buy, you end up losing more than you earn as prices inflate if you buy too much, or they devalue if you sell too much. And these values are never reestablished.
Just as African cattle reestablish their values over time, the price of resources also reestablish over time.
The ‘advanced market’ card makes this process faster. In addition, this card makes commercial route trade posts provide a little more resources (+ 10-15% (?)).
I have always thought that there should be some interaction between the markets and the trading posts of the trade route and the native or local populations, so I would suggest the following:
That the commercial positions of all kinds make that the values are restored faster and buying is cheaper, while selling is a little more expensive.
The diligence upgrade makes the values restore a little faster as well, and the iron horse upgrade a little more as well.
But if you are allied with a local population, its effects will be slightly greater than the effects of a route TP. You can also buy cheaper and sell more expensive.
The effects of TP will not be stacked. That is, the effects are not multiplied if you control several TPs on the route, or several TPs from the same local population.
I think this is easy to implement and would help a lot when you want to balance your economy or get out of trouble. It also makes the natives more useful.
NOTE: I have already talked about it, but I think it deserves its own forum to better discuss it.
You can create up to two commercial carts in your market that will move from your market to a TP generating a slight drip of coins per second. Route TPs will generate very few coins, but local towns will generate a little more.
The market must be relatively far from the TPs. Maybe at 40 range?
The enemy will be able to attack them, so the route TP will continue to be better. In addition, your income will not be too much so that the route TPs continue to be better.
You will have access to 3 buttons in your market that will allow you to exchange coins in exchange for experience once you do the improvement of ‘Mercantilism’ in your church or mosque. (Civilizations without access to the improvement of ‘Mercantilism’ may obtain it in another way).
The Mercantilism upgrade exchanges 1,500 coins for 2,000 experience, so I’ll assume 1.5 coins equals 2 experience.
These buttons will work in a similar way to how the Asian consulate settings that allow sacrificing resources in exchange for exports. Example:
Button 1: You sacrifice 5% of coins you collect for second.
Button 2: You sacrifice 10% of the coins you collect for second.
Button 3: You sacrifice 20% of the coins you collect for second.
That’s it and I want to see what you think.