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Topic ClosedStores and Caravans

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Albatross View Drop Down
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Direct Link To This Post Topic: Stores and Caravans
    Posted: 15 May 2011 at 00:33
Good point; I hadn't considered a limit on the number of caravans, which makes my original point self-limiting. (I consider my question closed - thanks).
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 14 May 2011 at 00:30
If we could have 3 or 4 hundred caravans per city, this would become a more pertinent issue.  But as it stands, there's little significance to this capability.
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Direct Link To This Post Posted: 13 May 2011 at 16:15
It's true Alba: you can put resources in caravans to increase storage space in a city.

It's not really a big though, just a quirk of the game mechanics and I'm pretty sure it is intentional.

Obviously this quirk you are talking about only really applies to basic resources (wood/stone/iron/clay) because I've yet to find anyone who has had problems with advanced resource stocks running higher than their total storage capacity.

There are ways of using this fact to help, like if you are about to recieve a bunch of resources from someone that will go over your total storage - you can put some resources into caravans, wait for the incoming resources to arrive, then spend the new resources on a building/production then cancel the caravans to return the saved resources.

Ideas about bouncing resources around with caravans just to increase city capacity are just pretty far-fetched though. In theory I guess the idea is possible - but the benefit you get from it is almost non-existant and the time/micro-management required is just ludicrous.

Maybe someone smarter than me can think of a way that this would really help a player (which I have no problem with, caravans have their own "storage capacity" associated with them so it's not like it's unrealistic or anything) but personally - I prefer to have my caravans available for trading and not just running around with basic res.
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Direct Link To This Post Posted: 13 May 2011 at 13:19
I noticed that when you post an offer to trade resource, it moves from stores to caravans. I believe this could be viewed as a legitimate tool with positive implications for strategy, or it could be seen as an exploitable 'bug'; from a dev perspective it might be the latter?

One could exploit this by offering goods at a price nobody will buy, thereby freeing up storage for deliveries, and increasing the total capacity of a city.

What I've not checked: I've not done the maths to check whether this unbalances the game; I suspect it's only useful to someone with a surplus of caravans. Nor have I checked whether the cost of making caravans outweighs the efficiency of upgrading storage/warehousing at higher levels (but around level 7-8 of everything and caravans offering 600/1200 capacity, it looks good).

Edit: One could also ping-pong well-timed caravans between co-op cities to increase capacity: too much work to be practical though!

I'll leave with you.


Edited by Albatross - 13 May 2011 at 13:21
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