Accounts e-mail HP

Ponderings on trade routes/caravans

Post a reply


This question is a means of preventing automated form submissions by spambots.
Smilies
:D :) ;) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :!: :?: :idea: :arrow: :| :mrgreen: :geek: :ugeek: :halo:
BBCode is ON
[img] is ON
[flash] is OFF
[url] is ON
Smilies are ON
Topic review
   

Expand view Topic review: Ponderings on trade routes/caravans

Re: Ponderings on trade routes/caravans

Post by morphles » Thu Dec 11, 2014 10:40 am

Ah yes, I think thheres something like that, those revenues were related. I know that I tried to edit ruleset to get such effect and I failed. And now I think that that was the reason.

Re: Ponderings on trade routes/caravans

Post by Corbeau » Thu Dec 11, 2014 12:58 am

Approximate? That's exactly it.

Unless setting it to 0 also gives no revenue upon arrival?

Re: Ponderings on trade routes/caravans

Post by morphles » Wed Dec 10, 2014 2:35 pm

Not without source code patch. Or possibly you could make trade route give 0 gold, that could approximate that.

Re: Ponderings on trade routes/caravans

Post by Corbeau » Tue Dec 09, 2014 4:09 pm

Isn't that possible in earlier versions? Simply give a one-time bonus, but without establishing a trade route that would last forever?

Re: Ponderings on trade routes/caravans

Post by morphles » Tue Dec 09, 2014 8:12 am

Nice! Very very nice!

Re: Ponderings on trade routes/caravans

Post by Guest » Sat Dec 06, 2014 4:40 pm

In Freeciv 2.6 it is possible to allow caravans to do an action that gives a one time bonus ("Enter Marketplace") without allowing them to do an action that establishes a trade route ("Establish Trade Route"). (source)

Re: Ponderings on trade routes/caravans

Post by morphles » Sat Jun 14, 2014 6:45 pm

No. It's still crap. First it does not solve many of mentioned issues (likely makes some of them worse). And it must introduce interface complications. (while instant bonus trade already has everything you talked about, with 0 additional interface). The point is that such risk free stuff is imbalanced, thus one way trade is best, and simplest, it even would simplify current interfaces as the need to display trade routes would be abolished.

Anyways I started looking in a code, and at least for human players it should be doable, so I'll be working on a patch, though for 2.5 version of freeciv, but it should come out quite soon anyways.

Again trade routes have basically 0 advantage when compared to instant income trade. And I have very very strong suspicion that they were made "to simplify micromanagement", but would say that, that comes at a great coast, and I would even doubt how much it solves that.

Also just now I though that with instant trade, some cities would be much more important, as there would be no arbitrary limitations (like 4 trade routes per city, which is totally arbitrary; also less arbitrary numbers is definitely a plus in my book), some cities would become much much more important and could truly be centers of trade. With all what that implies (most likely expect raids and similar).

Re: Ponderings on trade routes/caravans

Post by vidlius » Sat Jun 14, 2014 3:19 pm

You know what would be pretty cool is if you could manipulate trade routes from the city page. Such as if a nearby ally who you have a couple routes with decides to back an enemy or invade another friend of yours and you decided to employ "sanctions" on your nearby friend and shut down trade with them.

The ability to remove or shutdown trade routes would be pretty damn awesome and add more diplomacy options to the game. Afaik you could be conducting trade with an enemy and have no way to stop the routes after they're made, except to remake new ones until it's replaced.

Re: Ponderings on trade routes/caravans

Post by morphles » Thu Jun 12, 2014 2:31 pm

As there seems to have appeared some interest in this, I'll look into it. No way for GT12 though, as it requires code patch. And for now magnitude of such patch is unknown, from my guesses it can be quite simple to implement, but I can immagine some things in code that would make this quite involved, thus require freeciv dev involvment, thus putting it far in future. If I manage to make patch I think it can be used for next game like GT13 or some such, as Davide said server can be patched for differently for different games IIRC.

Re: Ponderings on trade routes/caravans

Post by thegrime » Tue Jun 10, 2014 6:00 pm

Perhaps another way to "fix" this, though I'm not sure it's broken, would be to disable trade routes between different nations. You can only form trade routes within your own nation. That would encourage expansion (settle on different continents and found far away colonies for bigger bonuses).

I'm all for dropping the airlift capacity all together, especially since helicopters can carry troops in civ2civ3.

Top

cron