Yo. In case you missed it, my previous suggestion thread is HERE.
So, without further ado, my next set of suggestions. This is part one of three planned, because by the time I finished this my fingers and brain hurt.
New Economic Ideas
Ideas relating to new economic systems.
Black Market
Right now the black market doesn't seem quite that intuitive to use. I have a few suggestions to improve it, and to add more options.
Better Quickbuy and Quicksell tie in
The quickbuy and quicksell buttons should tie into the blackmarket better. The price percentage you choose in the blackmarket should be reflected in the quickbuy and quicksell. The price percentage of the current market you choose should effect the speed at which it is bought up by the magical "third parties" (non players), if at all.
In other words, if you set the price percentage to 50% (selling your resources at half price, like the quicksell behaves now), the resource will be immidietly bought like they are now for quicksell. If you set it higher then that, there will be a delay added, which depends on the current price of the resources. If you set it too high ( > 75%) then the magical "third party" wont purchase it, unless the price is looking good.
This will effectively remove the quicksell and quickbuy options, turning them into simply Buy and Sell.
Small Gui note: The amount you want to buy or sell should be displayed somewhere on the buttons.
Buying Price
You should be able to set your buying price and put your offer on the market, exaclty like how you set your selling price. If an offer is put up on the market that is lower or equal to your buying offer, you automatically buy it. This should tie into my other idea (see above), in that if your buying price is high enough it will be automatically bought from the "third party", removing the "quick" in quickbuy and quicksell (unless you want it fast, then you might have to pay a little extra).
Trading Options
Right now the trading options for other players is rather limited. These can be expanded on to create better alliances, feeding, and economic sabatauge.
Preferred Partner
This lets you give an ally a discout on all the goods you put on the market.
Tariffs
This lets you increase the price another player has to pay for any resources you put on the market. They should be informed when you do this.
Focus (Perhaps too complex/unnessesary)
Lets you lower and raise the focus of a resource. For example, if you have too much crystal, you can lower the focus on this resource. This raises your taxes slightly, and over time, as workers run crystal refineries at lower then max capacity and move into generating taxes for your empire. You can do the opposite to get more of a resource at the cost of credits. This can be good for tweaking your income. However, beware of diminishing returns.
Private Deal (Removed and will be put into next part with some changes)
Misc Economic Suggestions
Tax Control (Probably unnessesary)
Taxes should be settable. Lower taxes means higher growth rate for all planets, and a slightly higher resource gathering rate. Higher taxes slows growth rate, gives you a slightly lower resource gathering rate, but more money of course.
Better Information
You should be able to get better information on what a player is buying and selling on the black market, and what their current deals are (tariffs, discounts, etc.)
Third Party
To go with the above suggestion, you should be able to do certain deals using a third party at a slightly increased price. This should make the deal invisible to other players, usefull when you don't want them to know you have a crystal shortage.