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Topic ClosedTrade v2 - an Introduction / Heads up

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Torn Sky View Drop Down
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Direct Link To This Post Topic: Trade v2 - an Introduction / Heads up
    Posted: 13 Nov 2010 at 15:22
A few more questions

Will diplomatic units from different races cost double upkeep and will the get there own slot on the diplo screen? Im just curious if i buy different races can i stack them together to send in one trip or will they each be separate like the T1-T2 are now.

Also if i send a Trader to a faction hub can other players see that i have a trader there and is there a way to remove other players Traders from a hub that you "control"?
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Direct Link To This Post Posted: 09 Nov 2010 at 15:18
I may actually want to get into the business of selling settlers.  You get them 'now' for a nice markup, or you can wait.
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Direct Link To This Post Posted: 09 Nov 2010 at 13:04
also will settlers be tradeable
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Direct Link To This Post Posted: 08 Nov 2010 at 17:36
When a Trader unit is stationed at Faction Hub Z from city A, will A's trader be able to give orders to caravans from City B or will B also have to send a trader to Z to get hold orders and such. 

I could see this going either way, if A was out of caravans to trrade with B could trade with Z if trader origin didnt matter or just send caravans to A to send to Z if origin  does matter. The other thing would be players putting new cities next to Factions out of their region/trade radius and using its trader to see the deals from larger cities that have the van capacity and tech to trade
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Direct Link To This Post Posted: 08 Nov 2010 at 03:59
What about the armies? Can we tranfer them city to city, move the upkeep cost from one city to another, along with the entire army, instead of just occupation?
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Direct Link To This Post Posted: 07 Nov 2010 at 16:27
I am looking forward to it as well. Star
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Direct Link To This Post Posted: 07 Nov 2010 at 11:22
The devs play (or have played) Eve.  You'll probably find a lot of influence from it as well as some good classic RTS and turn-based games.
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Direct Link To This Post Posted: 07 Nov 2010 at 11:09
This all sounds very much like the player market in Eve online.

This is a good thing. Smile
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Direct Link To This Post Posted: 07 Nov 2010 at 04:07
Im excited about Trade v2. As a player who gets gold and has trouble making the goods he needs, I think this will work with me, particularly when I just started my 2nd city. Im not wild about the caravan upkeep tax, I may have to demolish some caravans as obviously i wont need all the ones i got now. im also looking forward to being able to hire mercenary units. just out of curiousity, will the devs allow us to eventually see our military units? Ive no clear idea what my troops really look like, so this would be a nice feature to do. I hope y'all get this done soon. BTW, did i mention i think this game is waaay cooler than LOTR? I tried an account there and their site had kittens with my info, so im sticking with y'all. i reccomend this site to anyone who thinks LOTR is da bomb; they bleeped you. Ha ha. Cheers.
 
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Direct Link To This Post Posted: 06 Nov 2010 at 12:52
Originally posted by Zangi Zangi wrote:

Upkeep is still paid for units that you put up for trade?


Yes indeed.

Originally posted by Brids17 Brids17 wrote:

Is taxation being implemented to filter gold out of the economy? I can't see any other reason for it unless you wanted to annoy your players. =P


Heh yes. Taxation is a critical part of the deflationary balance to keep some checks and balances on an ingame economy with "infinite" resource supply.

As Gnu mentions, taxation also provides a catalyst for developing player/Faction relationships.

Originally posted by col0005 col0005 wrote:

Sounds fantastic, two questions though; Firstly will unlimited caravan numbers be available at level 20 only? If not is there going to be anything that will give a point to marketplace levels that do not coincide with a research option, ie lower upkeep?
Secondly with the caravans not instantly returning from hubs would it be possible to make this optional? Ie a check box for instant return. Alternatively if there is no trader at the hub then the caravans will instantly return?


Yes to your first.

Various pre-existing technologies will be changing, and new trade research technologies will be being added.

The long and short of it is that Marketplace Level will dictate the number of caravans you can have, but once you have a L20 Marketplace and the correct research, the number of simultaneous caravans then becomes unlimited.

On your second question, yes absolutely. 

Caravans will continue, by default, to return automatically. However if you have a Trader Unit present in the caravan's destination hub, you will have the option to assign the caravan to "Hold Position Until Further Orders".

Originally posted by Arya Arya wrote:

Do we get a teaser of what the new Trade tree will look like? Wink

For example, right now Cartels is a requirement for Caravanserai. Cartels is useless in Trade v2, so will it be replaced with something? And what happens if a player has Caravanserai researched already and a dependency is removed, or will it just be bumped up a tier?


Not quite yet, Arya.  But soon (tm) Smile

Originally posted by col0005 col0005 wrote:

I assume you've already thought of this, but how much gold can a caravn harvest? Infinit gold capacity would suggest that a caravan can harvest untill gold runs out, bumped, messenger etc


Yes, harvesting gold resources will only require one caravan.

Originally posted by WarePhreak WarePhreak wrote:

I'm going to miss the bartering system. I understand it won't work well with the hubs, but is there any way it can be kept for between players? maybe with a set taxation? With the current system we have had a way to create our own monetary value system and the trade hubs will force that to actually come about.
 


We're considering the possibility that the (later) Auction system might allow bartering of goods as part of a fixed-price contract.  We're also investigating the possibilities of long-term contracts with automation behind them (ie Player A supplies X Wood to Player B every day, in return for a fixed price/barter).

But this won't be in place immediately by any means.  Players can always barter goods directly with each other simply by dispatching caravans; the difference is that this facility won't be enforced by game mechanics.

Originally posted by WarePhreak WarePhreak wrote:


Also when you send a caravan out will a player be able to give it automatic return orders and not require a messenger if this option is used?


Yes, absolutely - see my reply to col0005 above.

We don't want to increase micro-management at all for pre-existing movement functions.

Best,

SC


Edited by GM Stormcrow - 06 Nov 2010 at 12:53
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