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24AUG12 - Blockade, Amend Trade

Printed From: Illyriad
Category: News & Announcements
Forum Name: News & Announcements
Forum Description: Changes, patch release dates, server launch dates, downtime notifications etc.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=4079
Printed Date: 17 Apr 2022 at 09:37
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Topic: 24AUG12 - Blockade, Amend Trade
Posted By: GM Stormcrow
Subject: 24AUG12 - Blockade, Amend Trade
Date Posted: 25 Aug 2012 at 00:45
BLOCKADE IS BACK
As of now, Blockade is back on.  

But - purely because we know how much you hate it when we change things (ofc, that's when you're not asking us to make more changes, more quickly Wink) - there are some changes to the way it works.

NEW KIDS ON THE BLOCKADE
Blockade now affects all trade units that carry goods: Caravans, of course, but also Miners, Skinners, Herbalists and Cotters.

When trade units enter or leave a settlement there is a danger of interception, with a couple of caveats:
  • Gathering units are not intercepted on the way out, and 
  • Caravans are not intercepted if they are outbound, fulfilling market trades 
    Caravans can still be intercepted if sent out on a direct "Send Resources" instruction, and the delivering or return caravan is certainly subject to being intercepted by a blockade.
Why do Gatherers not get intercepted on the way out?  
Because they have nothing that a blockading army wants until they have gathered, so there is no point capturing them until they are laden. 

Why do outbound Caravans fulfilling market orders not get intercepted? 
Because the trade tax payment covers (amongst other things) ensuring the safe dispatch of all goods on both sides.  And also to avoid the massive, vast, galaxy-sized black hole of trade exploitation that this would potentially open, sucking every single Illyrian trader into its merciless, pitilessly gaping maw before being spat out into the pauper dimension.

BLOCKADE PARTY
Whenever a trade unit is subject to a blockade test then every blockading army gets a chance to capture the trade unit, ordered by length of time of blockade establishment.

If the longest-established Blockade fails, the second longest-established Blockade has a chance to seize it, and so on. 

There can only be a maximum of eight blockades on a town, as you can't stack blockades on the same square.

So, if there are eight Blockades on a town, all 8 Blockades get a chance to seize the trade units and each Blockading armies' chance is independently rolled on the Blockade dice.  

I'M STILL JENNY FROM THE BLOCKADE
Evading blockades is now more specialised than it was before. 

If someone goes to the effort of Blockading a town, then it shouldn't be possible to realistically beat that Blockade just by completing some inexpensive Researches. 

And if someone goes to the effort of maintaining a full encirclement of eight Blockades around a city, then it should be very hard to get through. 

On the other hand, if a player goes to the effort of specialising a city in trade, then their professional, dedicated caravan handlers should have a better chance of getting through Blockades. 

So, evading a Blockade has changed as follows:

The effectiveness of the three Blockade beating Researches (Avoid InterceptionBlockade Running and Break Trade Embargo) are now based on the levels of both your Marketplace and your Trade Office(s). 

If you have no Trade Office (in other words, no trade specialisation) in the trade-unit-owning city then you are limited to the bonus given by your Marketplace level.  If you're a trade specialist (ie you have one or more high level Trade Offices in the trade-unit-owning city) then you get many more bonuses levels.

The chance of beating a Blockade is no longer a secret formula (not that it really ever was), but we're making this clear so that everyone can make more informed decisions about specialisation.

The Avoid Interception research gives a 0.5% chance per building level of beating a Blockade, Blockade Running doubles this to 1.0%, and Break Trade Embargo raises it to 1.5%. 

So if you only ever build a Marketplace, you can never have more than a 30% chance of beating any one Blockade if you have all three researches (20 levels x 1.5 chance). 

If you want a much better chance of getting goods through, you will need to send them from a trade-specialised city.  A very heavily-specialised trade city (with 3 level 20 Trade Offices) will have over 80% chance to beat any one Blockade.

However, remember that if there are multiple Blockades in place against a city, you will have to beat each one, and each one gets an independent chance to successfully blockade you.  So however specialised your city, you still cannot reliably run a gauntlet of multiple Blockades.

AMENDING SELL ORDERS
You can now amend the price of sell orders at trade hubs only.

To amend a price you need to have a trader present at the trade hub.

Amending the sell price downwards will not cost you anything in addition.

Amending the sell price upwards will cost you only the additional tax liability on only the price increase for the quantity of the goods remaining (with a minimum of 1 Gold).

We haven't allowed amending prices on buy orders as you can simply cancel and replace the order without any additional cost.

By default, you can only amend the price of sell orders once an hour, however there are some new trade skills on the trade tree that can reduce this to as little as 5 minutes for the uber-trader.

AND FINALLY
There have been some tidy ups on a variety of things, including:
  • The Management page for Trade Hub buy and sell orders
  • Removing some extraneous visible HTML in some of the error messages
Best,

SC



Replies:
Posted By: Icefang
Date Posted: 25 Aug 2012 at 01:02
The game is no longer pay-to-win, Geofrey!

On a more serious note, what if the city that the blockades came from is specialized in trade?  It would be logical that that would increase the chance of the blockade succeeding.  



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Born again of fire

and armed

with fangs of ice.


Posted By: dunnoob
Date Posted: 25 Aug 2012 at 01:11
Originally posted by GM Stormcrow GM Stormcrow wrote:

So if you only ever build a Marketplace, you can never have more than a 30% chance of beating any one Blockade if you have all three researches (20 levels x 1.5 chance). 

If you want a much better chance of getting goods through, you will need to send them from a trade-specialised city.  A very heavily-specialised trade city (with 3 level 20 Trade Offices) will have over 80% chance to beat any one Blockade.
This sounds very good, but you lost me with your second example.  What's the chance for one Trade Office and Marketplace at level 20?  Is it 60%, perhaps, for 30+30+15+7.5=82.5 as the precise value in your example?


Posted By: geofrey
Date Posted: 25 Aug 2012 at 01:14
Originally posted by Icefang Icefang wrote:

The game is no longer pay-to-win, Geofrey!

On a more serious note, what if the city that the blockades came from is specialized in trade?  It would be logical that that would increase the chance of the blockade succeeding.  


Too little too late. My war is over. My alliance was left with little choice but to accept our much more prestigious neighbors. Oh well, you just can't depend on core game mechanics to stay in-play on a free to play game.   


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http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">


Posted By: GM Stormcrow
Date Posted: 25 Aug 2012 at 01:16
Originally posted by dunnoob dunnoob wrote:

This sounds very good, but you lost me with your second example.  What's the chance for one Trade Office and Marketplace at level 20?  Is it 60%, perhaps, for 30+30+15+7.5=82.5 as the precise value in your example?

1 x Marketplace @ L20 = 20
+
1 x Trade Office @ L20 = 20

Total levels = 40

40 x 1.5 = 60%

1 x Markeplace @ L20 = 20
+
1 x Trade Office @ L20 = 20
+
1 x 2nd Trade Office @ L20 (with 0.5 penalty) = 10
+
1 x 3rd Trade Office @ L20 (with 0.25 penalty) = 5

Total levels = 55

55 x 1.5 = 82.5%

Hope that helps.

SC






Posted By: Rill
Date Posted: 25 Aug 2012 at 01:18
So I assume that all the "new items" can now be captured by blockades?


Posted By: GM Stormcrow
Date Posted: 25 Aug 2012 at 01:22
Originally posted by Rill Rill wrote:

So I assume that all the "new items" can now be captured by blockades?

Yup, absolutely.

SC


Posted By: Rill
Date Posted: 25 Aug 2012 at 01:25
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by Rill Rill wrote:

So I assume that all the "new items" can now be captured by blockades?

Yup, absolutely.

SC

But still not stolen?  Sorry to be so detail-oriented, but a number of tactics revolve around this sort of thing.  You WILL tell us before they can be stolen, right?

Thanks!


Posted By: GM Stormcrow
Date Posted: 25 Aug 2012 at 01:25
Originally posted by geofrey geofrey wrote:

Oh well, you just can't depend on core game mechanics to stay in-play on a free to play game.   

I'm sorry that the temporary suspension of blockade affected your war strategy so adversely, geofrey.

It was a necessary measure we took to get the Trade v2 and Gathering release out successfully, and I hope that the new ingame features prove worthwhile for you.

SC


Posted By: GM Stormcrow
Date Posted: 25 Aug 2012 at 01:27
Originally posted by Rill Rill wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by Rill Rill wrote:

So I assume that all the "new items" can now be captured by blockades?

Yup, absolutely.

SC

But still not stolen?  Sorry to be so detail-oriented, but a number of tactics revolve around this sort of thing.  You WILL tell us before they can be stolen, right?

Thanks!

But still not stolen, no.  And yes, we will give some notice before the new items can be stolen by thieves.

SC


Posted By: Rill
Date Posted: 25 Aug 2012 at 01:49
OK, another question.  If my incoming caravan is intercepted by a blockade, it then travels very slowly to the intercepting player's city, carrying its goods, before it dies.  During this time I cannot replace my caravan.  Is this true for cotters, herbalists, skinners and miners? And if so, how slow is "very slowly" for them?  They are pretty darn slow to begin with.

Also:  The research level and number of marketplaces and merchant guilds in the city being blockaded is the controlling factor, correct?  Not the sending city, should the caravans be inbound?


Posted By: GM Stormcrow
Date Posted: 25 Aug 2012 at 02:00
Originally posted by Rill Rill wrote:

OK, another question.  If my incoming caravan is intercepted by a blockade, it then travels very slowly to the intercepting player's city, carrying its goods, before it dies.  During this time I cannot replace my caravan.  Is this true for cotters, herbalists, skinners and miners? And if so, how slow is "very slowly" for them?  They are pretty darn slow to begin with.

They travel at 5 squares per hour whilst moving to their destination, but are not counted in your town's total, and are now replaceable immediately after they have been captured by the blockade.  The same is true for caravans, cotters, skinners, herbalists and miners.

SC



Posted By: bansisdead
Date Posted: 25 Aug 2012 at 11:53
These are some of the worst musical references used yet, new kids on the blockade, jenny from the blockade, c'mon, not the usual standard.

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http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">



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