I did not want to reply to Jolanthe in the other thread, but as usual when I point at something as being a problem I tend to have a solution in mind.
My preference would be to stop treating commodities as being the end result of the economy. The quantity of them should not be an indication of how well/badly things are going, because they are essential to gameplay. Without them the game breaks.
Quick solution: 1) Set all villages to have a flat sell rate of all commodities they sell (not affected by buying or doing comm quests), and 2) Give villages an infinite number of comms to sell.
What does this do? It makes comms a consistent, persistent gold sink (instead of dumping gold into org comm shops you are throwing it out of the game). You can make prices higher than what orgs are doing if you want, and let orgs with supplies / income sell theirs cheaper if they want, but there will never be an issue of actually running out.
Long term:
1) Give all comms a price range. Every month each village rng rolls its pricings to fluctuate them. Set the supply to 500. If it all gets bought out, the village is restocked with another 500 and the price increases by 20% (until the next month change).
2) Only commercial governments get passive tithes from villages.
What does this do? It makes orgs choose between comm generation or power. It makes comms something that good / active trade ministers might run around on shopping expeditions to stock up their central depot when prices are good, but also keeps people from ever running out of basic necessities.
Could easily do more tweaks as necessary, but this would completely reposition commodities into a gold dump instead of a limited resource that needs to be doled out as miserly as possible to ensure that any remain at all.
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If, however, people are dead set to removing stockpiles, then the active generation needs to be ramped way, way up. x100! Why? Well, for example, you can only get 16 rope commodities per hour: 4 from ping-ponging hemp farmers between Stewartsville and Delport, and 12 by murdering the farmers for their hemp. That's not at all sustainable.
Thinking about this more, I would caution against treating commodities as a "conflict system" because, as I've said, commodities are greatly needed by the nooblings. People may say, "Well, if you don't want your nooblings to go without, then you should perform better in revolts or do more commodity quests!" That's terrible! We shouldn't be cannibalizing each other's newbs. We must either divorce commodities from necessities (like what Starmourn did), or vastly ramp up production (like what Achaea did/is trying to do?).
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Comm stockpiles would be less trouble if they weren't in the hands of relatively few people. Bob from That City Over There's 150k platinum in reserve doesn't do much for Jane from Over Yonder if Bob is sitting on it for the next ten years in fifteen different shops that don't sell them.
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Also newbies do not generally need to buy comms in bulk, I'm not sure why they don't buy from villages already, I do! Often the price there is cheaper than our comm shop anyway. However for bulk/larger purchases I see why it is not appealing. Perhaps villages should have an endless supply and raise the ability to buy more at a time (Or have larger stockpile) so there is always comms available at reasonable prices for crafting. Owning the village could be a bonus rather than the necessity.
I agree about what others have said about the giant hidden stockpiles - if they can't be accessed by most to purchase/use then their existence means nothing to the majority of people in the game and it seems flawed to make rulings about comms assuming that because they exist, there is an overabundance.
Every design pattern could just be given a gold price to create which is taken as part of the crafting process, you could make the equivalents of "spell component pouches" for skills that require components, and the need for comms balancing would be gone.
The reason to have comms seems to be that they could, in theory, run out and they act as a gold sink (directly for villages and indirectly for orgs) for creating things and using abilities. The previous suggestions of moving comms to active generation by players (i.e gathering/farming/mining/etc) are in line with that, demand should only really be an issue if it's intended, we also know the model generally works given it's how most mmos work.
Villages under the active generation model could give bonuses to generation linked to them (The mining villages might let you access their mines on top of what's in the "wild") and they could also act as a comm sink by buying excess comms for a price that could provide a baseline for player trading.
We already have an example for player-generated resources, herbs and poisons. Poisons are needed for some while herbs are a basic necessity, I don't remember ever having too much trouble getting any herb I've needed, and at this point it looks like there's tens of thousands of nearly every herb needed for health, mana, and bromides which could be the most basic necessities (as newbies need them for newtown. Then you start needing armour when things can hit back, curatives when things start afflicting, and so on).