Here's a list of ideas for improving the trading within Elemental:
1) I've recognized most TBS games involving trading of item(s), service(s), resource(s) and/or location(s) between players can become slow or time consuming. Especially for a game with 30+ players.
SUGGESTED_IMPROVEMENT:
A) Add an option for an auction method where the player can list item(s), service(s), resource(s) and/or location(s) for sale providing a minimum price then specifying via a checkbox which players receive the offer to bid. This is significantly faster than creating an individual trade offer to each player.
All targeted players then place their bids which returns to the original player, then on a trading screen he can view all deals to determine which provides the best offer for his kingdom.
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2) Sometimes a player finds an item which is beyond his capability to utilize its power yet this player cannot offer the item for trade without becoming a target of one or more specific parties because you helped their enemies. This forces the player to either choose a side or keep the item hidden deep in a vault collecting dust.
A) Allow the option for a BlackMarket Trade... where the owner placing the auction or item for sale remains anoymous. This allows the player to make a profit and remain outside the two or three(or more) other parties at war. The highest gold price wins the item. (I estimate the owner can request a different specific resource, but this may be too complicated).
3) Often a player finds himself needing a specific type of resource, spell, item, etc., . It can be very time consuming sending an individual message to each player regarding this need and then negotiating the price.
SUGGESTED_IMPROVEMENT: A) Allow the option for generating one message and then specifying which players receive this message via a checkbox. Each receiving player can respond with an offer which returns with an accept, deny or haggle option.
A) Allow the option for generating one message and then specifying which players receive this message via a checkbox. Each receiving player can respond with an offer which returns with an accept, deny or haggle option.
I think these are good ideas, but somewhat outside the age depicted (which doesn't mean that I couldn't live with them being in the game). Commodities markets are all well and good, however market information, transportation and communications weren't really sufficient to enable anything other than direct bilateral trading between nations, or the wandering trader/independent seafaring merchant. A "commodity market" would be a bit impractical at the medieval/ancient technology level.
Some of these sound like features in board game emulators I've seen.
I do not think we should encourage a player to 'keep the item hidden deep in a vault collecting dust'. It discourages trading, which is the opposite of what we want.
If anything, I think he should be targeted by enemies anyway, but in a way that only players don't know. So then he has the options to A: Deal with the problem, or B: trade it to another player, who in turn will be targeted by the problem and probebly be pissed at the player who traded it.
The deal with collecting a specific resource I think has been solved in other games; there is a market price that fluxuates. Anybody can put up their resources on it, and the price everybody sees is automatically the lowest price. So no bother sending out messages, just check there.
A "mass message" feature or something that is sent to the "Entire wizard council" (whatever UN like feature that automatically includes the leading channelers) would be a plus though. Jedi's idea about the checkboxes works, that is how it is done in "Sea3D" (settlers of catan for PC) when offering trades.
** edit: IWARMONGER!? You've come back from the dead (and sniped my usual 1st post for topics created during this time frame) Where did you come from!? I have not seen you in months.
I beg to disagree. Auctions can be traced back past 400 BCE so there is plenty of historic suport for this feature. Also, due to the presence of magic we could assume the existance of magical means of fast comunication at least as efficient as the telegraph. This technology kickstarted the emergance of exchanges that would be recognizable to the modern person so this feature is also feasable.
I agree that auctions are a good idea. If implemented, it may even be possible for neutral merchants to sell the artifact (like megaevents in GC2) or the mercenary units to offer their services.
The checkbox idea when creating an auction is also good idea. I suggest to add buttons select all, select none, select allies, invert. The default setting should be all except the nations i am at war with. For multiplayer purposes there shall be a possibility to add a message.
Tradeable items: artifacts, possibly units, cities, technologies. If other resources are Civilisation IV like, also these could be sold. If GalCiv like, it does not make sense to sell them this way.
I like these ideas, especially for the black market. A good black market implementation would make playing an economic/trading nation much more feasible. It would allow you to support multiple sides to a conflict and remain on good terms with both of them. Also, any UI feature that means faster results with less clicking and switching between screens is a good feature in my book - in other words I like the whole auction bit.
I still want to see trade routes as a very important feature, though. They are always underwhelming to me.. There is a reason why the region called Iran used to be one of the biggest cultural, economic and academic centers in the world. All trade between the East and the West passed through Iran (then called Persia). Trade was enormously important in ancient times (and still is today...), and yet in games it's pretty much always relegated to being an 'extra' feature, one that you can usually ignore. I want it to be feasible to play the game as a trader nation, sitting on a major trading hub; other players might eye your land jealously, but attacking a major trader would be a dangerous proposition even if the trader itself doesn't have much military might. For one, the trading nation could pay/bribe others to defend it, and secondly any enemies of a nation trying to conquer a major trading hub would attempt to stop it.
And I think Elemental is the perfect game to make trading an important feature. For now, at least, it looks like internal trade will be non-instantaneous and caravan-based. If you need something from one city in a different city, it will have to be brought there. I think expanding this system to include international trade is the way to go (especially because if international trade is instantaneous and internal trade is not, well that would be dumb..). I started a thread on this subject a while back, check it out if you want to see a nice fleshed out trading system in Elemental!
I would die for a fleshed out trade-route system combined with a UI and options such as the ones NTJedi came up with here.
I like the ideas in the OP, and am right with pigeon in hoping that Elemental will indeed make it both possible and fun to play as a trading nation.
[quote who="Nathaniel Richter" reply="3" id="2075958"] I beg to disagree. Auctions can be traced back past 400 BCE so there is plenty of historic suport for this feature. Also, due to the presence of magic we could assume the existance of magical means of fast comunication at least as efficient as the telegraph. This technology kickstarted the emergance of exchanges that would be recognizable to the modern person so this feature is also feasable. [/quote]
Auctions yes, across countries no. There was nothing like a commodities exchange market where all nations had perfect information and could place their bid, nor was there anything like a commodities market that nation states as actors could go and trade.
I have to agree that trade routes should be the way to go. Possibly not even set up by the player (trade tended to go where the infrastructure and terms were best). So if you tax the trade coming through your territory too heavily you will find it elsewhere. Or if pirates stick around outside your ports looting ships and you do nothing about it, merchants will cease to come. Trade, for the most part, should be independent from the nation state. Something to influence, but not control.
If trading is only available via trade routes the weakest players will suffer the greatest, as one or more stronger empires can more frequently cripple their trading abilities. And the weaker player struggles to protect shipments while the stronger player grows and harrasses the weaker player.
All the GREAT fantasy TBS games have allowed the trading of goods via a trading screen option which occurs within 2 turns or less without disruption. Which is easily understood due to the ability of teleporation, mind spells, and other magical traits supporting the trading goods.
[QUOTE who="NTJedi" reply="9" id="2077038"] If trading is only available via trade routes the weakest players will suffer as the greatest as one or more stronger empires can more frequently cripple their trading abilities. And the weaker player struggles to protect shipments while the stronger player grows and harrasses the weaker player. All the GREAT fantasy TBS games have allowed the trading of goods via a trading screen option which occurs within 2 turns or less without disruption. Which is easily understood due to the ability of teleporation, mind spells, and other magical traits supporting the trading goods. [/QUOTE]
I disagree. A larger empire would be proportionately more difficult to protect than a weaker empire (thus making commerce raiding and banditry a way to catch up for smaller nations), while at the same time the larger nation steals large amounts of trade from itself (by building up infrastructure and businesses in one area it steals away trade from neighboring locales... who also happen to be a part of the large empire), while smaller nations are better able to capitalize on the lost business of their neighbors. This style of economics prevents the "larger nation=larger tax base=larger nation" style of economics by enabling trading nations, making the game interesting far into the end game.
You are not viewing the trading network for the entire map! EXAMPLE:
Take weak player_A who needs to travel pass player_B then player_C then player_D before reaching the valuable or desired trader player_E. The stronger players will be able to provide more protection and due to being larger have more protected safe routes.
With your suggestion the game then provides huge benefits for those being in the best location for trading . Your suggestion also seriously limits the ability of trading by only being able to safely trade with others nearby. All players should be able to trade with any other player despite their location... as seen within other games initial contact should really be the only requirement. I can only imagine the PAIN involved if I found myself pinned within a corner of the map where I could only trade with ONE PLAYER!
This is the reason why so many fantasy TBS games have allowed the instant trading between players.
I agree with Iwarmonger, depending on how you set it up, the larger empire won't have anybody nearby to trade because they will be nearby to themselves. So a town surrounded on all sides by other nations will get better trade than a town surrounded on all sides by the same nation. Also a larger country that has 1 side of its boarder blockaded (or whatever will stop a trade route) something like 5 cities will be prevented from profitting, where a small nation that has one of its trade routes cut will only loose like 1/5th of that 1 cities trade income. It wouldn't really help the smaller nation get ahead, but the larger nation is more vulnerable to the tactic.
I think you are talking about something else NTjedi. I do not think Iwarmonger was talking about things like giving your ally gold or trading magical items that can be done in so many fantasy TBS games, he was talking about overtime income as a result from trade sources.
That also being said, not all great fantasy TBS games hav that feature. HoMM, one of the larger fantasy TBS series, has very strict and harsh inter-player trading rules with a great deal of early game trades taxed by under-developed markets.
I think Iwarmonger is suggesting trading only be allowed with others when you have a direct trade route which involves a trade unit that can be ambushed. The larger nation(s) will always have multiple advantages for this type of trading and thus why we don't see it within other games.
Nearby themselves because they're large?? The more space someone takes on a map the more likely they will be next to multiple players. Hence if I have 200 provinces I'm more likely to be able to trade with more players than someone with 10 provinces... thus disadvantage for weak players.
The trading within Heroes_3(The most popular legend) allowed any players to trade resources with any other player.
Yeah well, there also wasn't magic.
So implement some compensating feature so that is not the case. You could make internal banditry a problem in larger countries. To keep trade caravans passing through your territory safe you'd have to invest some of your income/resources/military/whatever into keeping your roads safe not only from other players, but from bandits within your own lands. This could scale with nation size. Likewise, it would be easier for a smaller nation to send little raiding parties into larger countries to disrupt trade than the other way around - the smaller country would be able to respond to such an incursion much faster. Sure, the large nation could send a whole army into a smaller nation to disrupt trade, but at that point it's an invasion, not a raid on trade.
Additionally, players who raid trade caravans anywhere should be shunned by traders.
Well, the only TBS game I've played that doesn't utilize instantaneous trading is Colonization, and I love Colonization. The caravan system there was clunky, and Stardock can do much better, but it's a great starting place. All the great fantasy TBS games have done instant trading because almost every single TBS game ever has - no one has taken the risk or made the effort to make a more in depth trading system which, I think, has tons of potential. And quite frankly, 'mind spells' are not going to transport 200 bears across 500 km in a day. And if I could teleport 200 bears, enough grain to feed a city and a steady supply of iron across hundreds of kilometers with negligible effort, then I should be able to teleport small armies all over the place whenever it strikes my fancy. Likewise, if I can do that, then why do I have to deal with caravans and such within my own territory? Stardock is rethinking 4X economics in this game, and I think foreign trade deserves as much rethinking as internal transportation of goods.
It really depends on how it'd be implemented. In my mind, you'd have to be a really belligerent bastard to harass trade, even if it's going to someone you don't particularly like. Like lwarmonger said, I envision the merchants as "something to influence, not control." If you attack a caravan heading from A to B, you aren't attacking A or B (although you are stealing their resources) - you're attacking the merchants - independent traders. If you build up a reputation for harassing traders passing through your territory, you're going to see a lot less trade come through your way and that is your loss.
It does provide benefits for those in the best trading locations. Just like players in the most resource-rich locations have advantages. And just like how in most TBS games, the most isolated players have the advantage. This just switches things around a bit. Also, it may give an advantage to the players on the best trade routes, but it also makes their territory much more juicy to others, and they will probably find themselves on the end of more invasions because of it. Look at Persia - it was essentially the biggest trading hub in the world and it was conquered more times than I can remember - over and over and over. The riches were too good to pass up. So it provides a pro and a con - balance them out and you have success.
Forgive me for being cynical, but I think the reason why so many TBS games have allowed instant trading between players is because the effort and risk required to make a good trade route system was more than anyone wanted to deal with. Much easier to stay with the tried and true method. "Everyone else is doing it" isn't a good reason. You've provided other reasons, but none of those are insurmountable with a little creativity.
Really, the one problem that I think will be difficult to work out is the whole time-delay thing. That said, I think caravan-based trading is a necessity if they go through with their planned internal caravan-based economy. And I think we'll get used to it quickly; and I think it'll add another strategic component to the game. Just think of trade routes as another resource to consider when placing your settlements and planning invasions. Except they are even more strategic than regular resources because they can move under the right circumstances!
"Sometimes a player finds an item which is beyond his capability to utilize its power yet"
I may have misunderstood, but if you are suggesting a MMORPG-style level requirement for items then I have to say I don't think I'd like that in this sort of game. I don't like the arbitrariness of such restrictions anyway.
Other parts of the suggestion look very interesting though.
PidgeonX2...
The internal banditry you mention sounds like another type of corruption as we saw from the corruption within CIV_4.
The foreign trade could be introduced and work... hopefully the game will have that many types of resources available for trading and the ability to create new resources.
I see lots of players interested in preventing or stealing trade... I would be more than interested with stopping a caravan of swords traveling to one of my neighbors!! And players would start seeking ways to kill the caravans indirectly as well via map spells or independent units / summons.
The internal caravans between towns you own for an overflow of goods will work great as what's been mentioned by Stardock. We haven't seen anything to indicate the caravans will be used for trading between players as it would cause the following problems:
1) Limited trading between players based on locations. (My suggestion allows safe trading with everyone.)
2) Player who ends up trapped behind another player due to random map creation or bad events can only trade with one player and/or has full control of anything going FROM or TO this trapped player.
3) You mentioned players who raid caravans would be shunned.... but unless everyone knows who attacks moving caravans there's no way to be certain who attacked the caravan unless it was your caravan. For example I could say Player_J is attacking the caravans I send to you, but what's to say I'm not lying since you won't know when my units are attacked. It's also possible someone casted a spell which summoned a neutral monster that attacked and destroyed the caravan thus no proof who caused its destruction.
4) The greater the distance the greater the chances of losing the shipments. It would feel stupid for me to lose a game because I couldn't trade for resources which only existed outside my two enemies.
Not a MMORPG... for example let's say you find a magic sword which provides +20 damage and +20 attack with the ability to animate the undead, but can only be wielded by a champion from the fallen race. Since you are not playing any of the fallen races you cannot use the sword.
ah, you're looking at the boarder of the nation. I'm just talking on a per-city basis. Only the boarders of the nation would be next to another nation, and likely it would only be one or two. The cities nearby would mostly be the other cities of the same nation. The net growth in theory is still good, but if you blockade 1 trade route, you cut off a bunch of cities (since most of them wouldn't have a trade route out of the nation)
Cities of a small nation, would have much less distance on average to travel in any direction before they hit another nation. So on average, the trade of each town could be higher, if thats how you do the trade system.
In heroes 3 could not trade until you built up your market, and then you had a certain % of resources traded to other players deducted. So if you are trading 1000 gold, the other player would only recieve something like 900, or if it was 10 gems, they would only recieve 8 or 9 gems, until you have like 2 or 3 markets.
Civ 4 also wouldn't let you trade with other players until you've reached a certain advancement in the tech tree. Its not fantasy TBS, but its one of the main leaders of TBS in general.
Personally I don't see having a player surrounded by another player only being able to trade through that territory as a problem. That is what happens in such situations, today just as much as in the past.
And insofar as trade, I was recommending a situation where trade largely happens on its own between centers of production and population. As a ruler of an empire your contribution to anything other than specific interstate trade (ie I will ship you 500 tons of grain in exchange for 50000 gold pieces) would be to set favorable conditions for it (by reducing tolls, tarriffs and other disincentives, building roads and sponsoring workshops, mines and markets), and your benefits from trade would be greater overall prosperity (centers of trade being richer and paying more taxes) and the specific (but ultimately self-defeating) method of extracting revenue directly from trade in the forms of taxes and tolls. This would actually benefit small nations more than large nations as large nations would have to spend proportionately more of their income on defense (more and greater opponents combined with more territory to keep order in), while making possible the development of a trading nation or series of trading nations (a large protected city like Venice, which makes large quantities of money with miniscule budgetary requirements due to the ease of its defense). Your large empires could be made to rely more on agricultural improvements and their farming production (which could be much cheaper but require a great deal of land,) while small nations could focus on internal industrial and trade developments (more expensive but far easier to defend). This could be helped along by assigning a moderately higher value to foriegn trade than domestic trade, which would further benefit the small trading nation compared to the large empire.
I guess it does, at that. I hated corruption in Civ 4. But there is one major difference - in my proposal you can actually compensate for the 'penalty' if you want. It'll cost you, but in the end what you gain by spending to make your lands safe for trade might more than make up for it.
Yes, it would be nice to halt key trade to enemies. However, if you prove that you're willing to take the reputation hit for disrupting trade, your enemies will go out of their way to divert their trade around you if at all possible. And really, how many unattributable ways do you think there will be to kill things.
So you think there'll be delayed, caravan-based trade internally, over short distances, and instant magical fairy dust trade for long-distance foreign trade? I'm sorry, I just don't see the sense in it.
Sort of. It would just be more difficult to trade with farther people. And I don't see how that's a 'problem.' I just see it as different. Just because you're used to always being able to trade with anyone instantly doesn't mean it has to be or even should be that way in every game.
If it just so happens that someone is completely trapped between one other player, that person will have to overcome a potentially difficult situation. But still, if that blocking player decides to intercept all trade headed to the player behind him, then that player himself might have some difficulties getting people to trade with him - or maybe a third party 'Merchant's Guild' will demand a higher cut of the trade to go into his territory. There are ways to deal with 'problems' like this, like I said. Elemental could be the first game in which conflicts over trade could cause war! Personally I think that'd be great.
Unless attacks against caravans are recorded by a third party, like the traders themselves. All trade could be carried out under the auspices of a Merchant Guild or something, and disrupting trade will not only make the affiliated parties mad at you, but it'd anger the merchants themselves. Players' reputations regarding trade can be made available to see by everyone. Merchants might demand higher cuts of the trade for more dangerous routes, encouraging you to divert your trade routes around trade-unfriendly players - and of course any trade to/from a player with a poor reputation regarding trade would suffer these penalties. And seriously, how easy do you think it'll be to summon a neutral creature to attack a specific trade caravan? If you summon a neutral being and it happens to attack a caravan or two, or even more, so what? So before trade can really resume along that route it will have to be dealt with. I don'e see how that is a problem at all, if you can pull it off, or if it's an accidental consequence of a summon.
That's silly. What if the only people who had the resources you wanted were your enemies? Would it feel stupid for you to lose because of that? Again, I don't see the problem.
Also, if we tie this whole trade route idea into the ideas being thrown around in the various threads about wild space, that should solve even more of your 'problems.' If Elemental can successfully prevent the whole world from being tiled in cities and nations, then there should be plenty of open routes; they might be slower, as they might not be along roads, but they'd still be there. Although some wild space could also be rather unfriendly to trade...
Actually it would primarily only depend on the location of each nation because the smaller nation might have to travel across the larger nation before reaching the other players. Again major problems if you're trapped behind a large nation who will basically control and if you're lucky only blackmail you on your trading capabilities.
Player_A says, "Hey you're not going to harm my incoming and outgoing caravans are you player_B?"
Player_B says, "You know unexpected tragedies happen every day, perhaps you'd be interested in giving me some gold and maybe those caravans will travel safely in my area." {snicker}
Lets not put Player_A thru this type of PAIN.
In heroes_3 I've played the game many many times and even created several maps, but never encountered a penalty for trading gems between players. Perhaps this is some special mod(?), because it doesn't exist within HEROES_3 by default or even WOG by default.
In CIV_4 a technology did have to first be researched, but that's significantly less extreme than limiting physical trades to caravan units on roads.
For these other TBS games players could all trade with each other after some point of the game... usually the early stages or even on turn_1. Placing a trade limitation on caravans would mean many players may never have the opportunity to even trade especially once one or two powerful nations controlled the trade routes! Late game is the most important time for trading and would be controlled and prevented by the strongest nations during late game if using caravans.
Well if trade can only occur via caravan on the roads eventually the strongest nations will want to take control of all trade thus suffocating the nations trapped behind them. Sure the larger nation would have struggles with trade owning lots of land, but the smaller nations would have their trade completely stopped or otherwise controlled by the larger nations during late game.
If I knew a smaller nation could only expand by attacking me... they're not having any caravans travel thru my nation.
I recall CIV_4 had options for changing your government for removing and reducing corruption, but there was a cost here too. In any case a caravan traveling across territory you own will obviously be safer than a caravan traveling across territory you do not own... providing greater benefits for the stronger players.
Diverting trade won't be an option if you are trapped behind the larger nation. You could be a nation stuck fighting with clubs and wearing furs because you cannot trade for the resources you need and all the diamonds and wood resources in your area will soon be owned by the stronger nation who's suffocating you.
How many unattributable ways for killing things... well Dominions_3 is a very popular game and it has MANY spells which makes it impossible to identify who sent the attack. This can vary from spells allowing multiple independent armies attacking a location to a spell which kills a single commander. So the desire for these types of spells exist and could exist within Elemental:WoM as well... especially since the title includes "war of magic".
Limiting trade means it will take longer to trade for the resources you need and less strategic options due to no access to needed resources. By forcing trade on caravans what happens when player_C takes caravan of gold headed for player_B and player_A receives their shields? This could have been some double UNFAIR backstab planned by player_C and player_A... and thus no UNFAIR backstabbing problems by leaving the traditional TBS trading methods.
3rd party merchants guild may not even exist much less it having a penalty for the losses of caravans from players. The AI opponents may have some code which influences trading due to caravan attacks, but human players won't care especially when your neighbor is stronger.
Yes.... if all trading was done from a 3rd party merchants guild which controls the caravans then a method could work. If any trading between players via caravan exists it should all be done from a 3rd party merchants guild. This would remove the micromanagement of creating armies to babysit shipments, allow trapped players a chance to trade for goods, provide a longterm punishment when a player starts killing the caravans, and rare resources on one side of the map won't be so controlled by the strongest player on that side of the map. The 3rd party merchants guild could evolve within the game to faster types of trading such as via ships and flying carpets.
If a caravan is killed from an independent being it might be something unimportant or it might have been something of CRITICAL importance depending on the size and its content. Having lost the only traveling shipment of magical fire swords from another player on the opposite side of the map can be very painful.
It's a serious problem when it's the early stage of the game. By turn_10 I don't want to realize my trade is non-existent because my two neighbors decided I cannot have any incoming caravans!! I would have no choice except to declare war and blitz one of them as time would not be on my side as they're successfully trading with other human/AI opponents.
The number of open routes completely depends on the percentage of rough terrain on the map which I hope is an adjustable percentage within the game generator. The number of cities should also be an optional setting, but my personal preference is few cities the same as you. It may not even be possible to travel with a caravan off the roads... we won't know until we beta test.
I really think you're blowing this 'problem' way out of proportion. For one, if you're completely trapped behind a much larger nation and the edge of the map, trade is probably going to be a smaller thing for you to worry about. If that larger player is at all smart he'd try to conquer your lands as soon as possible - he'd get extra land without expanding his border with anyone else!
Also, perhaps more importantly, you are chronically ignoring that all my suggestions have included some mechanism to make disrupting other people's trade have severe consequences. Blocking/stealing someone else's trade should be a very major decision, one that you will have to pay for in some way.
I've never played Dominions 3, so I've never experienced that. Being able to totally disguise your attacks or send neutral forces to do your bidding could definitely be interesting in moderation. In that case, even if you send such an attack against someone else's trade, if it occurs within your territory, it should have a big hit to your reputation for safe trade - after all, if you allow for a completely anonymous raiding force to disrupt someone's trade in your lands, that's a pretty poor voucher for safe trade.
"Limiting trade" is a pretty narrowminded take on the proposition we're making here. One of the effects of this suggestion is that trade would indeed be harder, and thus more limited (especially with distance), but that in no way reduces strategic options. If you want my opinion, it increases them. It means you have to think about the trade routes that are important to you, make relevant diplomatic decisions and maybe in drastic situations even go to war over it. It serves to form a pretty concrete connection between all the different players, connections with actual meaning and consequence. Trade will affect your strategic decisions and your decisions will affect your trade.
You're totally right about the problem if players A and B make a deal to trade commodity X for Y, and player A's shipment of X is raided, what happens? I'm not sure. I guess the players involved could decide no big deal and move on, or the next shipment of Y could be delayed until the next shipment of X gets through. The players could be presented with choices, or Stardock could choose one method. This I think is one of the bigger kinks that would have to be worked out. Backstabbing, on the other hand, I don't think is a problem. Backstabbing is fun
'3rd party merchants guild may not even exist much less it having a penalty for the losses of caravans from players,' no duh - that's why I suggested it... As a game mechanic that would go very well with meaningful trade routes. And human players might not care, but the game would care for them. If you disrupt all the trade going to that player stuck behind you, you're going to get much worse trade deals just to convince the merchants to enter your territory.
Seems like we're starting to reach something of an agreement You constant nudging is definitely what got me thinking about a 3rd party group involved in trade, and I think it's definitely an improvement on the idea.
Well, I think roads are going to be mostly or entirely player-built. Which means even if trade caravans can only travel on roads, you would literally be able to create your own trade routes.
On that note I would see mages sneaking into enemy territories or perhaps allies walking into an allies territory and then disrupting trade via independents or magic. With this scenario any nation within the center of the map would have the highest trade activity and would be the easiest target for ruining his reputation. Such a trade system would be totally new and what I'm listing may not occur, but it's very possible other problems even larger will show up. If something this major exists then it should be an optional game setting not something everyone would be forced to accept when we know the traditional TBS trading has a solid working history.
Backstabbing can be fun, but not at the cost of finding a game exploit. For example... Let's say I agreed to trade with you 5 caravan shipments of magic swords for 5 caravan shipments of gold and you agreed. When in reality I made a secret deal with your enemy who sent me 2 caravans of horses so he could steal all the caravans within our trade and then use the resources to TILT the scales of your war with him. Sure his trade reputation may temporarily suffer, but he'll rebuild it while absorbing your crushed nation.
As I wrote earlier two human players who are allied would be able to abuse this scenario as one would be the bad cop and one the good cop. Then the good cop sends the supplies bad cop needs to continue his havoc. I'm sure three allied players could even develop a more complex workaround.
Trading on caravans should only be an option where we can still enjoy the rest of the game without having to worry about encountering major problems/exploits and then waiting for one or more patches.
There's much less abuse, exploits and unfair backstabbing with a 3rd party merchant trading system. Each player could also pay and adjustable amount of gold to the 3rd party merchants guild for greater protection of the traveling goods. Wish we knew more details... currently the most recent update just says trading is done automatically which has me believe the traditional trading system will exist, but the next sentence talks about caravans yet this could be just referencing the previous overflow of goods from internal towns.
Well the caravans on roads if used for trading between players bring many possible problems as well as many requests for improvements. Ideally I hope caravan trading exists as an option because a new trading system not done within any previous games will encounter abuses, bugs, exploits, etc., . As an optional trading system we can enjoy the other parts of the game while allowing the caravan trading system to evolve into a more stable and enjoyable method. As an option gamers can choose what provides them the most fun which may be caravan trading or traditional trading or perhaps having both active within the game.
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