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Trade

Local-problem pressure uses the same checked basis-point adjustment after base and language pricing for displayed quotes and reducer transfers, including food.

The compiler supplies each imported settlement with canonical local production outputs and a marginal, local, or regional scale. Future trade simulation may consume these signals, but rules v6 does not create prices, inventory, or shipping flows.

For the current strategic prototype, each available storefront exposes an unlimited catalogue selected from the settlement's economy profile. Items have a base coin value; merchant buy and sell prices are derived from it with shared hidden profit-margin and sales-tax multipliers. Both the merchant and player inventory tables display each item's per-unit weight and relevant coin value. Coin is authoritative inventory rather than a separate character resource. Every settlement reproducibly selects one denomination from a fixed 1544-flavoured set: Rhenish gulden, Lübeck mark, Hamburg mark, Saxon thaler, Brandenburg groschen, and Danish mark. Starter funds and newly issued payments use the issuing settlement's denomination; quest and battle rewards use the quest's issuing settlement. All denominations currently have equal value and are accepted everywhere.

Inventory presents every character or party's currency as one ordinary, collapsed Coin row. Its quantity, value, and weight aggregate the underlying stacks. An accessible disclosure reveals read-only denomination rows; expansion is transient and has no effect on sorting, filtering, or bulk actions.

The General Market, Weaponsmith, Armourer, Tailor, and Inn use the same live trade interface and transaction reducer. The specialist storefronts filter their unlimited displayed stock by item category, while all use the same pricing and buy/sell behavior. Drafting a trade immediately displays the item and coin quantity changes on both sides; inventory changes only persist after choosing Offer. Each offer is bound to its exact storefront and unique persistent service provider. The reducer revalidates the settlement economy, provider service, provider location and schedule, and every purchased catalogue item before pricing or mutating inventory. Inn cooking supplies therefore remain Inn stock rather than being reclassified as General Market goods. Trades are also bound to the settlement where the character is currently located; visiting another settlement's URL does not allow remote trading. Party-scoped purchases spend pooled coin first, then the active character's personal coin for any shortfall. The Party tab's collapsed Coin row therefore shows both sources while drafting a purchase. Personal coin contributed to a party purchase grants that buyer an equal amount of additional party stake; spending already-pooled coin does not create new stake.

Multi-page workflows may pass a local absolute-path URL in return_to. A successful merchant offer returns to that exact path, query, and fragment; external and malformed destinations are rejected. Travel provisioning uses the query to preserve the selected destination and target surplus while visiting the market.

Herbalists use a narrower authoritative purchase path. They offer unlimited ingredients plus all eight pre-prepared medication courses, but prepared medication remains rejected by the generic merchant reducer. Each course costs more than the normal merchant cost of its recipe ingredients, using shared pricing helpers on both the server and storefront. Mixed and multiple purchases are allowed; every medication course enters personal inventory as its own quantity-one row. The herbalist page deliberately omits party-inventory buying and explains that restriction so courses cannot become unusable shared stacks.

Weaponsmith and Armourer storefronts also accept individual equipment instances for repair through separate actions that never enter the sale draft. A smith repairs only condition bins at or below their independently seeded skill (minimum 3), but may accept an item with additional harder damage and leave that residual condition untouched. Custody and the quoted ETA persist across travel and have no collection deadline. The smith quotes the full job when accepting it: the item's base value multiplied by the share of damage that smith can repair, rounded up to at least one coin. The quote is stable while the item is in custody and is paid from personal coin when completed work is retrieved. The custody table shows durability, ETA, and this full-job cost. A row arrow retrieves that exact quoted order by default; Shift changes it to retrieve up to two matching ready orders, and Control changes it to retrieve all matching ready orders. The header arrow defaults to two and Control changes it to all ready work in that shop. Bulk retrieval stops before the first order the character cannot afford rather than failing already-affordable retrievals. Removing a staged purchase before offering it simply cancels that purchase; it does not create a sale or apply a merchant fee. The confirmation popup appears in the center of the view only while an exchange is pending and includes Offer and Cancel controls; Cancel discards the entire draft. Loot, discard, character trade, merchant trade, and party-inventory transfers all use this same centered confirmation pattern.

Every inventory action exposes one inward-pointing arrow control. Row controls default to one arrow, become two while Shift is held, and become three while Control is held. Header controls default to two arrows and become three while Control is held. These modifiers apply consistently to merchant, character, party, loot, discard, and smith-custody inventory views.

Equipped inventory stacks remain separate from unequipped stacks. Merchant purchases are always added to an unequipped stack (or a new stack), and the UI does not offer transfer or sale controls for an equipped stack.

The backpack action beneath the active character portrait opens the inventory discard view. Discarding follows the same draft-first interaction as trading: the player stages quantities into the left-side Discard list, may cancel the draft, and must press Discard before the server removes anything. Equipped items are never eligible for deletion.

The best shared Oral-language coefficient is authoritative for merchant quotes. Lower mutual proficiency raises purchase prices and lowers sale proceeds; the web quote and reducer use the same core rounding helpers. Prepared medicines remain on their existing specialized purchase path.