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#10864922 Mar 29, 2015 at 10:52 PM · Edited 4 years ago
Officer
107 Posts
! ! ! WARNING,WALL OF TEXT IMMINENT ! ! !


ok so some of you probably already know about my idea of a global logistic network that also serves as stock market.
but i think there are some questions and concerns about it and when i first mentioned it the idea was rather rough and mingled with my political structure,so here is another attempt to explain what i mean and how it works.

initially i intended to split the ''zunfts'' into the different professions,because this would allow to organize the regular members to some extent.
i made it so because i was especially focused on the crafting aspect of the game while at the same time considering the political structure,but as i said lets scratch that,the political structure of us has nothing to do with what i would like to make the ''zunfts''.
so before going into more detail i want you to keep the following in your mind.
don't think of the ''zunfts'' as administrative unit,but as service provided by the guild(the trade branch) for members and non-members alike.




rough sketch:

everyone knows the global stock market and everyone knows that this stock market is divided into different indices.
nowadays all this is done digitally but it originates from medieval trade practices.
from what we know about CF at the moment we can assume that we will see a value-chain that is very similar to the value-chain that existed in medieval times.

we will have PoI that are conquered and defended by army and then provide raw-materials,in the medieval and renaissance ages those were knights/nobles who owned the land and delivered raw-materials gained by exploiting that land.
then we got the crafter who can't fight but is absolutely crucial for every community,those were manufacturers and craftsmen who used the raw-materials that originate from the nobles land.
and finally there is the end consumer of those crafted products,mainly the army,which then goes out and conquers more land including PoI and the circle continues.

this value chain also exists in classic MMOs such as WoW,but since there exists an AH which is global(all action houses are linked to each other) and save(purchased goods just appear in your mail) there is no need for a merchant.
we already know that there won't be an AH in CF,but there will be caravans,so logistics actually matter,and it is this part of the value-chain that the merchants monopolized.
cities banded together to erect networks of store houses owned by merchant guilds.
these store houses didn't only provide storage for customers and guild members but also acted as a trade company.
they bought and sold goods from and to merchants.
with this it was no longer needed for 2 individual merchants to come together and do the trade face to face,from now on merchants would just go to such a trade-guild owned store house and trade goods there,it acted as gathering point for the free goods in the world.
so the collective of all these different trade-guilds with their store houses was the medieval stock market,while the different trade-guilds acted as indices.

since we have no AH,such a network will eventually become necessary for the campaigns economy anyway,but if we are the ones to initiate the creation of it and thus exercise high control over it,it would become the greatest shield and word for our guild.
this is what controlling an economy really means,its not having the best crafters or anything like that,though that can help,no its the control over the flow of goods.




how to do it:

in medieval ages it was the different trade-guilds that owned the store houses,until now i referred to them as ''zunfts''.
using the word ''guild'' for a part of the guild may end up confusing people even more,so i will continue referring to them as ''zunfts'',but we can still rename them later on.
so instead of making the zunfts to something like a social division i intend them to act as indices.
for that reason i scrapped the idea of dividing them into the professions and rather divide them by resource types.
for instance,one zunft solely focuses on the ore market,or the fabric market and so on.
thats what indices do,they depict a specific fraction of the market.
depending on how CF deals with resources there may be a better way than sorting them by resource type,maybe dividing by tiers or so.


so how would we establish those store houses around the world?
there are 2 ways,one is the construction of store houses directly funded by the guild,once finished the guild would put a capable merchant in charge of it.
the second option is a private investment done by a single or a group of members.
for instance one of our merchants sees an opportunity for a profitable store house at a certain road,so he may invest his resources to construct such a store house there,once finished he himself would manage it.
if we as guild are convinced of the projects profitability we may also help those guys with some investments or low interest loans.

anyway with the construction of a new store house comes the decision which zunft it shall belong to.
for instance,if the road it is constructed on serves as the main connection between a rich iron mine and a city, it would be wise to assign it to the ore-zunft.
so whoever gathers iron around that region would visit the near by store house and sell the iron to it.
a merchant coming around the way may know of a profitable location for iron and decides to purchase the cheap iron(cheap since high quantities are available at that location),he then travels to the region where a lot is payed for iron and sells it there to the local iron-zunft store house,which in turn is visited by local iron demanding crafters,the crafters produce their stuff out of it and then sell it to the store house again,which then sells it to the end consumer(PvP oriented players).

in addition to the store houses acting as AHs they would also provide a bank like service,namely storage of goods in exchange for a fee.
in the optimal case our store house managers would be capable enough to actually use those stored goods temporarily to invest in something profitable.
of course they would have to assure the existence of the stored goods as soon as the owner comes to get them,thats the tricky part about it,but i could imagine it being doable by using ''futures'',but as i said it would take skill and perfect calculation to do something like that.
but if it is actually doable i could imagine people storing goods in high quantities at our store houses,because they are rewarded with interest on their investment,generated through the use of their stored goods for profitable trades.

ok so you see everything it needs to work is that network of store houses,which are categorized into different zunfts,depending on resource type.
but the most important part is a membership of competent merchants,people who analyze the situation and foresee its development and then use this knowledge to do profitable trade.
the zunft houses are the tool,the consumers(crafters,combatants,gatherer) its users and the merchant its maintainer.



security:

security is a crucial part,since only a secure logistic network is a desired one.
this is also one of the reasons why cooperation with other trade/crafting guilds is so important.
we as economic guild can't keep up with combat oriented guilds,even if we have the means to hire mercs we can't fight endless wars,so cooperating with other economic guild will allow us to secure this system much better than if we do it alone.
the most efficient way would be to pool all our guild armies together and distribute them evenly(DDs,tanks,supporters) on all the different store houses.
they would act as defenders for the store houses while at the same time guarding merchants(guild members for free,non members for a fee) on their way.
to make the rich store houses a less viable target they would have to be fortified.
but eventually this won't be enough to repel those raid-guilds,since they have the surprise moment on their site,they can easily overpower the small stationed troop at a store house.
to decrease the chances of this happening, we have to make raiding our store houses unprofitable for them.
i think we can accomplish that by being consequential and efficient on the punishment for raiding our facilities.
if we root raiders merciless after they raided us and reclaim everything that has been robbed and more,it ends up being unprofitable for that raid guild.
now if raiders perceive this consequence as certainty,because we are just so good at it,they won't consider raiding our facilities an option anymore.
of course there will always be retards who think they can manage to pull it off,and you know those guys serve a unique value.
them being crushed by us serves as good example for other raiders.

now a little speculation.
depending how the building in campaigns works we might even be able to construct evacuation tunnels in those store houses,to enable people to at least save some of the stored goods,if a raid should happen.



hierarch:

now to the final part,that is how are the zunfts managed by the guild.
originally i planned to let this be done by election of the local members,but thats was only important because the zunfts were integrated into the political structure.
since this is not the case anymore i don't mind doing it by appointment.
furthermore as i said there would be the possibility to open up a new store house on a private basis,which automatically makes the member who built it to the manager.
anyway since the guild will definitely construct a lot of these store houses directly(especially at the start of a campaign) there is the need for appointing someone to manage these houses and thus there needs to be some hierarchy that takes care of these things.
from what i have seen we all agree that someone of us officers will be head of economics so this obviously will be his responsibility.
he would appoint some advisors that help him with day to day business and advise him on important matters.
generally speaking they just take care of that whole zunft business and economic matters of the guild.
how it is done exactly we can discuss at a later date its doenst need to be a very complex structure or anything.




ok this is it,another wall of text written by me,if you really managed to read through it,here is a cooky for your effort *presents coocky*
i want to add that there are some guilds who would be more than prone to help create this network and also think about adopting the zunft categorization.
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#10865393 Mar 30, 2015 at 02:04 AM
14 Posts
*takes cookie*

Well sounds great. but i think the only problem will be the amount of players we need to establish it like that.
and it only says the Crafters .... what about gatherers/looters? are they included in crafters?
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#10865853 Mar 30, 2015 at 05:49 AM · Edited 4 years ago
Officer
107 Posts
yes every stage of the value chain uses this network not only the crafters.(gatherers,crafters, merchants,consumers)
regarding the amount of people we need for this to work.
we actually don't need that much people,we only need guys who manage the store houses.
the wandering merchants who travel between store houses mustn't necessarily originate from our guild neither do the crafters,gatherers and consumers have to originate from our guild,as i said this network is intended to be used by everyone not just our members,though our members might be able to use it to better conditions(lower fees,lower interest rates)
but even then it would take some people you are right on that,thats why i engage in talks with other trading/crafting guilds to get the manpower we need to get this going.
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#10866093 Mar 30, 2015 at 07:16 AM
Officer
55 Posts
So I will be honest. I didn't read all the text, but I just quickly skimmed through it.

To me this sounds more like a banking service? Which I think is also a good idea.
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#10866101 Mar 30, 2015 at 07:19 AM
Officer
107 Posts
#10866093 DJSwinSwin wrote:

So I will be honest. I didn't read all the text, but I just quickly skimmed through it.

To me this sounds more like a banking service? Which I think is also a good idea.



yes indeed its financial economy not industrial economy and banking is also one of the services provided.
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#10866686 Mar 30, 2015 at 10:01 AM · Edited 4 years ago
30 Posts
I like it. I think it won't be easy to implement during the first stages of the Guild growth and could lead us to a vulnerable position if not handled carefully. But done right, this could make our Guild very important, and pivotal to the economy of the worlds. Anyway, thank you again Kampfbock for explaining your ideas with such amount of detail.
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#10867732 Mar 30, 2015 at 01:40 PM
18 Posts
I Like it :).. We just have to make sure that any management position is ONLY given to a person who has a good clean reputation within the guild
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#10867841 Mar 30, 2015 at 02:01 PM
Officer
107 Posts
#10867732 Zesar wrote:

I Like it :).. We just have to make sure that any management position is ONLY given to a person who has a good clean reputation within the guild



ye and is of course capable
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#10869060 Mar 30, 2015 at 07:21 PM
Officer
99 Posts
I see this as a system we could build into. Obvi we have 2 years so launch. So we have PLENTY of time to grow and add systems like these.
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#10873842 Mar 31, 2015 at 08:36 PM · Edited 4 years ago
Guild Master
80 Posts
Yes please everyone slow down a little. As Rat said we have so much time for things like this we should not take every good idea we have now and try to work it in to the guild. It seems every other day I come on there is something new the guild is going to try to do(or not do). We need to take a step back and see were we are before we can go forward. I know this was posted 2 days ago but I just now had time to look at. I don't even have time to read it. I need to start speaking up about the things i'm not sure about.
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#10874529 Apr 01, 2015 at 01:12 AM
Officer
107 Posts
#10873842 OTR wrote:

Yes please everyone slow down a little. As Rat said we have so much time for things like this we should not take every good idea we have now and try to work it in to the guild. It seems every other day I come on there is something new the guild is going to try to do(or not do). We need to take a step back and see were we are before we can go forward. I know this was posted 2 days ago but I just now had time to look at. I don't even have time to read it. I need to start speaking up about the things i'm not sure about.




you are right we just don't know enough about the game.
maybe they release some infos on content in the future,which completely ruin this plans.
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