I'm also stuck and, indeed, this really stinks. I was stuck where you are now, but let me tell you, for Processions you need 24 Dye. For those of you who have the required deposit you may already started the production for Dye. For others, like me, this is a killer. You can't know ahead so you can plan. And the trading isn't really working in my group either. Right now they are 2 offers (besides mine) on the market and they need same stuffs that I need. They both offers Marble, that I have and produce. Sometimes trades works just a little bit but most of the time, like now it's just plain stupid.
They say they will fix this but... The devs should have thought about this in advance. Out of 80 players only some will be active and only just a few will get at the "same time" to produce goods. Also the deposits are suppose to be random, and they are I think, but not that random after all. In my group the first 20 players are making basically the same stuff. Only 3 or 4 of goods.
What needs to be done, in my opinion:
- randomize the deposits "even better". Even if is not that random there should be an algorithm that doesn't allow more than x players in the group to have the same raw material.
- randomize the "masons" in the research tree. I think it is more interesting if this would be random. Anyone could produce any good at a specific time (when they are able to make masons).
- randomize even the required good, for the regions, and for research tree. Ie. Procession could have require 24 Lumber instead of Dye. Or a better idea, is to remove required goods from the research tree altogether and leave it only for negotiations.
- and the most important make a global trading system like you said you would (I think). In the meanwhile reduce the merchant ratio, from 10 to 3 at least how other said. If you see and know that the trading system isn't working right now (in Arvahall at least) at least give a lower ratio. But this is a Beta, so....