Glad to help, have another wall of text :-)
Thorfinn: When, roughly, does this stage start?
There is no different mechanic that kicks in later, its still pennies adding up, just more of them. Like when you have one ship the weekly tax for your counting house is a real concern, with twenty ships you barely notice that anymore... Can't answer that, really no idea.
flickas: The prices you grow used to while buying AI production are more like a flooded market
Thorfinn: Ah! We are in a glut, and prices reflect that. How long does the flooded market persist if you aren't an active producer? A year? Two?
I meant it more on a day-to-day basis, there is not much of a general starting supply. Except hemp, the hansa starts generously stocked on hemp, it is at the lowest price cap at the beginning, 2xx compared to the 440 reference price. But even that is gone by autumn or thereabouts. So don't grow hemp early.
flickas: Production not profitable
Thorfinn: I was rolling an opportunity cost into it as well. In order to play the spread, I need a ship (better yet, a warehouse) in every town, and at least a couple dozen ships moving goods around. Until at least that point, production pays less than arbitrage. Or at least so far as I can tell.
Ah, misunderstood that as being about the downloaded game too. Yes, ships are the crucial factor to consider when planning to produce, can't earn money when the stuff gathers dust in storage. Moving your goods should take priority over parked ships for port access.
And could we please not call trade profits arbitrage? Thats the name given to that money generating exploit, while it may be technically correct I find it really confusing applied to trade-as-it-was-meant-to-be. If you didn't notice that distinction while reading the other forum, better stop being impressed by their "trade" profits right now.
flickas: I used to auction off my pitch makers for similar reasons, dirt cheap pitch as long as I supply wood (with a profit for that too) and no hassle if something goes wrong. The pros might cringe but it works when white buildings don't bother you.
Thorfinn: Interesting. Have you tried this more generally? Can one build production facilities, auction them off, then make a haul through arbitrage when the AI is forced to dump at low prices?
Haven't tried it large scale, I don't trust the AI enough to keep more important goods going, but a few buildings per town should work. Almost tempted to try, but there is so much else I want to play, I better don't.
Thorfinn: [pause] Right. I think I'm on "slowdown" (the slowest setting on my game -- not quite pause) probably 80% of the time the first few weeks, then 95% after that. The random specialy? Is that from what the AI shippers drop off, or are you talking the town getting a "freebie" of some kind, wine or spices or something like that?
Slowdown is what I meant, the game does not have pause except for the escape menu. If that remains the only wrong game term I won't have to install the english version.
I meant the AI delivering too much and selling it all (they actually sell everything on board then notice the good price and buy some back), completely forgot about imports.
Thorfinn: Sort of, but because [the admin] does it only once per day, he misses out on some great deals when multiple AI ships sell their loads through the day. Easily in the hundreds, sometimes in the thousands per day.
He doesn't stop you from still buying them when you see them, but selling for the daily needs every day gets tendious, and I forget. Setting up the admin is what I do while my first ship sails out for the first time, whatever gets stored now has a chance to turn into cash while I'm busy elsewhere. This really help add some daily income, do it at least in your home town right away.
Thorfinn: Do you focus on the 3-city concept I've seen explained there, or does your shipping concern tend to be pretty much everywhere before the AI is running out of materials? I'm guessing you don't hit that point in the first 6 months or so, anyway?
I'm not familiar with *the* 3-city-concept, is that three hubs? I only ever play with one hub, it means longer routes therefore requiring somewhat more ships, but is so much simpler. Look into the lübeck storage, what is missing there is probably missing in general, what is piling up I overproduce/over buy.
Or the three hulk wharves of that contest game? I stubbornly refuse to fight with cogs, I prefer crayers, so taking down hulks is a bit of an ordeal... I have no fixed strategy for that, sometimes I build up Edinburgh early, sometimes I keep thinking I should but don't. Once my hometown has a fully upgraded wharf I repair elsewhere, repeat. But most ships come from pirates so thats not really my priority, lots of small ships mean lots of targets at once, can't split up one hulk but combine a fleet of snaikkas. I want one convoi of hulks to take out pirate hideouts with autofight, thats all I really need.
As answered near the beginning, there is no big AI storage that could run out. In fact the town AI has no storage whatsoever. If the player does not interfere the hansa is actually doing kind of ok, growing very slowly but growing. You could start a test game where you fast forward a few years to see.
6 months? I'm slightly faster than that, if you talk real time. In game time no chance, not trying either. Only have one set of saves on this computer, still very early. May 1301: 18 ships, two counting houses, 2 mio company value, 200k cash 6 production buildings, 6 houses, Patrician and will become mayor next month. The ships are all moving, no parked shoppers yet.
I'm a hoarder in this early stage, the hansa would probably be better off without the black hole that is my counting house. Eventually I realize I really have enough of some things and pack some of it off to a ship and send it round until all sold, of course bringing back new goods.
Seperate threads sound like a good idea, this quote wrestling is getting old.
edit: its Edinburgh, not Newcastle