I agree with Algona, one idea per post. In this case the idea is three-fold.
I have monitored which trades move fastest in the market, and trade heavily and encourage others as well, based on the philisophy of only building the goods buildings you have the boost for, then building extra boosted buildings to produce goods for trading. The smaller trades move faster in the market (10s and 20s or 25s). So to move more goods you needs to create more trades. At the same time I have also noticed that one cannot predict which needed-offer good trade will sell first or fastest or perhaps they are all equal. Either way that means posting each boosted good for each non-boosted good (a total six trades different trades. That creates two issues, Frist the seller has to sit there and click and click and click to create multple trades of each combination. To ensure you get 100 of each non-boosted good, trading 10:10, means posting 60 trades (2*3*10). Want 200 goods, 120 trades. Secondly the market ends up with page after page of goods.
Currently the Trading and Create Off screens are
For the sellers, add an entry box for the number of trades (default to 1) to the Create Offer screen
For the buyers, add a Quantity Column to the Trading screen to collapse the repetitive trades
(10 different trades could be shown per screen, this is only an example)
The Buy button would accept one trade per press.
A third change would be such that:
If the quantity is 1 (paper for basalt trade) the buy button would make that 1 trade.
If the quantity is more than 1, a second pop-up would be displayed asking how many you want (in this case how many of the 9). I am open to this trade being counted as a single trade and costing 1fp (as part of this change) or as 9 trades and costing 9fp (current model).
The change to the Create Offer screen cannot be made without collapsing the trades on the Trading screen, or abuse will be possible by less scrupulous players flooding the Trading screen and making the system useless.