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  ) - 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 Interception, Blockade 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
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