On a related note for consideration,
I have always liked the idea of having shops pay a bit more and sell for a bit 
less if the player is a citizen of the same region as the shop.  A citizenship 
marker object of some sort - available for a reasonable fee. For economy sake, 
I think it would be better if this worked by actually making the shops pay a 
bit less and cost a bit more if the player's marker *didn't* match the store 
region.

Just a thought.

> 
> From: Brendan Lally <[EMAIL PROTECTED]>
> Date: 2005/08/11 Thu PM 06:12:16 EST
> To: [email protected]
> Subject: [crossfire] specialised shops
> 
> this patch 
> https://sourceforge.net/tracker/index.php?func=detail&aid=1257092&group_id=13833&atid=313833
> implements shop specialisation.
> 
> Shop maps now can specify things that they specialise in, and if the
> player has an item that is in one of those categories, then they get a
> better price than if they are not.
> 
> General stores with no specialisation offer a price somewhere in
> between, and shops that specialise in many categories offer worse
> prices than those that are tightly focused.
> 
> players no longer see the exact sale price when they click on an item,
> instead they see an approximation based upon the level of the
> bargaining skill.
> 
> Without the bargaining skill they get a textual estimate (some gold,
> lots of plat, a few silver, etc.)
> 
> Shops can also specify a 'greed' value, in the shop string, this
> allows shops like the blackmarket or scorn's house of healing to offer
> bad prices without setting the value to arbitrary amounts that
> interfere with stacking and are exploitable to level bargaining.
> 
> There are several issues with this as it stands.
> 
> 1) should shops be able to give lower prices for objects than others
> would sell for? I am inclined to say yes, but not for generated
> equipment. That needs to have some way to distingush things that a
> shop has brought, and things that it had generated. (probably a new
> flag somewhere)
> 
> 2) Is the ratio of prices for specialised shops reasonable? I am
> unsure about this one myself.
> 
> 3) does the format of the shop string need to change or be extended?
> 
> What I would like to see is that a lazy high level player might get
> far less than they otherwise would for valuable equipment, and a
> player who knows what they are doing could then rebuy the stuff that
> is dropped, (for more than it was sold for trivially) and sell it for
> more in a specialised shop.
> 
> Possibly the rest of this belongs on the maps list, but without the
> above context it won't make much sense.
> 
> Since the string that defines the shop is in the map header, it
> follows that there should only be one shop on each map. I have checked
> the maps-bigworld distribution and found the following.
> 
> grep -r "shop_mat" * | uniq -c | sort -n | cut -d ':' -f 1
> ...
>       3 unlinked/kandora/elcyon/gnome_hut            - one shop
>       4 brest/brest.cvt                                              - one 
> shop
>       4 brest/brest.scrolls.right                                 - one shop
>       4 darcap/darcap/circus/shooting                     - two shops
> selling the same things
>       4 mlab/citydeclouds/citydeclouds2H                - one shop
>       4 santo_dominion/shops/rings                         - one shop
>       4 unlinked/Greyshield/Fortress                         - two
> shops should be able to tile along x=20
>       6 mlab/citydeclouds/citydeclouds2A               - two shops
> tile onto other maps ( a nightmare to deal with)
>       6 mlab/citydeclouds/citydeclouds2F               - one shop
>       6 scorn/shops/scorn.sale1                              - one shop
>       8 mlab/citydeclouds/citydeclouds2B              - tiles from
> cdc2A - similar issues
>       8 navar_city/misc/market1                            - 4 shops,
> will tile cleanly (and fix a shop listing map bug at the same time)
>       8 santo_dominion/lord_byron/main                - 4 shops might
> break in interesting ways
>       8 unlinked/vol_vill_shops                                 - 4
> shops, will tile nicely
>       8 wolfsburg/dept_store                                    - 4
> shops will tile nicely
>       9 mlab/citydeclouds/cdcbigstore/cdcbigstore2f  - one shop
>      10 mlab/citydeclouds/citydeclouds2E               - a maze of
> shops, I don't want to  even attempt to touch this one.
> 
> 
> so then, the only maps that may cause problems to split up are 
> 
> unlinked/Greyshield/Fortress 
> mlab/citydeclouds/citydeclouds2A
> mlab/citydeclouds/citydeclouds2B
> santo_dominion/lord_byron/main
> mlab/citydeclouds/citydeclouds2E
> 
> the 'shop' string is optional, without it shops just won't give such
> good prices, I am therefore inclined to ignore the fortress and SD
> maps.
> 
> mikee if you are reading this, your comments on this wrt your mlab
> maps would be appriciated.
> 
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> 


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