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Buying bits at a time is fine, but the more you buy (of anything), the higher the price goes. I guess it's a balance mechanic, but I find it kind of weird that in ancient Europe there's a nebulous "market" that has everything for sale. I do use it, tho.
Just to be Captain obvious, lumbermills will produce reliable wood.
I never thought about it that way, but you are right. It wouldn't be Amazon, since nobody here would have heard of that. And shopping at Lesbian would no doubt be fun (insert "We Love Lesbians!!" Jerry Springer audience shout here) but I'd blush everytime the courier handed me my parcel. The "smile" logo would be sideways.
I think the market system is brilliant, though. You can't really death-spiral your economy like Civ or have it spiral up into the stratosphere like HUM∧NKIND™ - it provides a great streamlined balance to struggling economies while also creating a check in the form of crude inflation.
Thewhole game is anachronistic (great, but anachronistic). That said, I buy it as an abstraction of trade, though I'd like to see the actual ability to trade resources - flat deals, no Civ-style min-max bargaining.
My middle school education did tell me that you couldn't just instantly buy as much iron, stone, food, or wood instantly, anywhere in pre-classical Europe. There's a difference btw "there was trade" and "anyone could buy anything they want instantly". But you're too busy being pedantic to get that point.
A great example when I raise this point is that there is an event that can figure that will mention tribal population living in your empire.
Yet, mechanically, we know no such thing exists. Thematically our kingdoms are filled with all manner of stuff we don't actually see.
On the map itself, as we explore, we come across the odd urban tile out int the middle of nowhere; no city site, no tribes, just an urban tile in the wilderness.
Since it's urban, hundreds of people live there; nameless and of little consequence.
Theres events that talk about encountering people during trade missions and while exploring the wilderness; the world is filled with people.
So while its not too likely there's a global market, you could still reason thematically that maybe you're buying your wood from that random urban tile nestled in the hills 15 tiles away from your nation.
Or since theres no trade with tribes directly, and we no "off map" characters are a thing, we can also surmise that our economy is being supported by these entities until we meet the other larger nations, as well.
Ancient pre-ptolemaic Egypt send something like 20 ships a year to India and back.
So i tend to view the market as a generalization of the interactions with the whole world around us; tribes, unnamed locals, nearby nations, and all manner of entities who are out in the world even beyond the scope of our map.
A turn is at minimum a season, it's hardly "instant". That's plenty of time to commission a caravan. And I'm not the one complaining about a basic game-play convention in a video game because I don't perceive it to be 100% historically authentic.