[Implemented] Additional option - Trade Routes

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Re: Additional option for Auto Trade Routes

Postby Captain Jack » Tue May 27, 2014 4:12 pm

Approved.
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Re: [Approved] Additional option - Trade Routes

Postby Cdv » Wed May 28, 2014 1:01 am

Thank you :)
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Re: [Approved] Additional option - Trade Routes

Postby Captain Eagle » Wed May 28, 2014 10:15 am

when it will be implemented?
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Re: [Approved] Additional option - Trade Routes

Postby Stan Rogers » Wed May 28, 2014 5:51 pm

Another port of call slot would also be helpful to use 1 fleet to transport from 3 different ports of ship building materials on one trade route. Current config only allows 2 ports to be accessed from ship building port for ship building materials.
An additional port of call in the drop down menu would also allow traders to do circuitous routes taking advantage of market differences in price instead of the current "wheel spoke or hub" system that must be used for efficiency of trade.
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Re: [Approved] Additional option - Trade Routes

Postby Cdv » Sat Jun 14, 2014 12:47 am

Captain Eagle wrote:when it will be implemented?
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Re: [Implemented] Additional option - Trade Routes

Postby Captain Jack » Fri Apr 17, 2015 10:20 am

One more player suggestion just got implemented.
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Re: [Implemented] Additional option - Trade Routes

Postby Sir Colchian Niveus » Fri Apr 17, 2015 1:27 pm

Captain Jack wrote:One more player suggestion just got implemented.


Could you explain the new trade route options? How does it work?
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Re: [Implemented] Additional option - Trade Routes

Postby Most Lee Harmless » Fri Apr 17, 2015 2:27 pm

initial tests are fruitful :

When set to 'load > travel > unload' : the route will load with bars, then store on destination.

When set to 'load > travel > sell' : the bars will sell on arrival if market prices meet your settings (the optional buy/sell prices) : it does this shipload by shipload until the settings are reached : initial experience is that should the bars fail to sell, they stay loaded then are returned to the initial port. I presume the process will repeat until all the bars are eventually sold at your desired price at the destination port. Or one could set a 3 port route and hope the bars have sold by the final leg.

This does seem to mean that bars could be travelling both ways (on single pair routes) until sold. Perhaps a tweak to allow 'store bars into warehouse if not sold' would prevent these wasted journeys?
-1 : Move to archive.
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Re: [Implemented] Additional option - Trade Routes

Postby Cdv » Sat Apr 18, 2015 11:49 am

Captain Jack wrote:One more player suggestion just got implemented.

Thank you
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Re: [Implemented] Additional option - Trade Routes

Postby Captain Jack » Sat Apr 18, 2015 12:04 pm

Danik Renoir wrote:This does seem to mean that bars could be travelling both ways (on single pair routes) until sold. Perhaps a tweak to allow 'store bars into warehouse if not sold' would prevent these wasted journeys?


I think this should open as an option next to store at port option,right? This way it will not create confusion. We will see if we can add this in the next few days. Till then, work around it by putting the last port (before returning to base) with store to warehouse.

We are still not happy with the trade route creation system. We want to create a system that will allow you to add infinite number of destinations if you wish. Then give you all sort of actions. This will happen once ports start sell and buy all resources.
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