Summary Change in the trader. The trader is so far the only non-cultural building that cannot be upgraded and has had no new features, but could be changed into something more dynamic and more versatile. Motivation The present system lacks a lot of usable features. And with the latest adaptation (or screw-up) in the wholesaler it has become even worse. Several suggestions have been made on different forums to improve trading and thus interaction between players. Set up First I think the additional options should become available gradually, in the form of upgrades, every other chapter. I have made an example of a possible set-up. Chapter 1. Trader is built. No changes. Chapter 3. First upgrade. This will give a 5% reduction of the fee trading with undiscovered players and a 5% discount on the wholesaler. This will be cumulative with the later bonus of the Blooming Trader Guild. Trader will now also take gold for supplies, but at a very high rate. Chapter 5. Second upgrade. A new feature, the relic trader. By now many players will be wanting to do do something with their relics. The relic trader will take 2 boosted relics to give one non-boosted relic. This will enable people to get relics they need for spells, but at a cost. The trader will also take 3 (or 4?) non-boosted relics for one boosted relic. This will enable players to get to their maximum boost sooner. Chapter 7. Third upgrade. This will again give access to a completely new feature, the travelling merchant. Each day (or week perhaps) a player will find here a ONETIME offer for that period. These will be randomly selected from a certain set (5 squads of troops, 5 relics, 25 diamonds, a rune, 5 shards, x-amount of supplies, 5 spells, x-amount of mana and perhaps more options) Players can only take the offer once, or spend a certain amount of gold each time. Amounts may for instance vary by the chapter the player is in, to keep it worthwhile Needless to say there is no reason it should be cheap. Chapter 9. Fourth upgrade. Yet another new feature, the runetrader. By far the most players will now have a cache of useless runes. This trader will take 15 (or more?) runes (any combination of players choice) for 1 other (also players choice). Great advantage here is you can stack up on runes for wonders you want in advance. (Breaking runes to shards now only gives you a rune you want when you actually can fill the ring, you cannot stack up). Starting chapter 11 there could be a new one, for instance bettering the first upgrade, or perhaps with something completely new. Possible downsides. - Programming time needed. - New features need to be tested and exact amounts for trading need to be checked for playability - Need to add the upgrades in the tree retroactively - May have a huge impact due to the rune availability Possible advantages - New features, adding versatility to the trader and the game. - More interaction due to better trading fees - More uses for relics and runes - Getting rid of the only non-upgradable non cultural building and a chance to give it new graphics.