Trading ideas

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Re: Trading ideas

Postby Xepshunall » Sun Mar 31, 2013 2:15 pm

Captain dungeness wrote:
Greythorn wrote: If we add a warehouse capacity in that equation, a 3-city trade route becomes 7,980 possible choices.


Wow! Greythorn and SHM, you two are brilliant. I didn't realize at all how close we are to 3-port trade routes! The only thing missing is the ability to auto-load goods from a warehouse that are not sold at that warehouse. 7,980 choices you say? That makes some really interesting options and makes it much harder to calculate the optimal route.

I hope Captain Jack likes the idea.

-Captain D


So do I.
Yesterday I gave my all. Today I'll give more. Tomorrow, I'll take back what you took for granted.
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Re: Trading ideas

Postby Captain Jack » Tue May 21, 2013 7:56 am

Here is a summary list for what has already been discussed/proposed here, minus what has been implemented so far:
  • Addition of an optional, 3rd port, in trade routes
  • Trade route travel time
  • Ability to store up in warehouse for any port (not just port 1)

  • Ability to load trade route ships with any resource from the warehouse ( not just what the port is selling)


We incorporated the proposed extension of the period after which prices to 3 days in the forthcoming updates here: viewtopic.php?f=2&t=705
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Re: Trading ideas

Postby Captain dungeness » Wed May 22, 2013 7:08 am

Don't forget: we also talked about adding an optional delay to trade routes so that a ship can stay docked in a port for a little while before continuing on to the next port. That way a fast ship can be used on a short trade route without gaining huge danger. For each trade route the player can set the delay length to however many seconds or minutes he/she would like. This way fleet travel times can be controlled without changing crew counts.
-Captain D
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