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Topic ClosedWar and trade

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hellion19 View Drop Down
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Direct Link To This Post Posted: 11 Nov 2012 at 19:18
Originally posted by Hadus Hadus wrote:

Originally posted by hellion19 hellion19 wrote:

Its regulating the game for some against their will. Like during this war I am sure I made Consone quite a few million gold from trades and the same back. It forces a certain game play that has so little effect that it hurts more than it fixes to put different trade restrictions down.


I disagree with part of your statement, and agree with another. I'm not at all concerned with "regulating the game for some against their will." If you are in an alliance, and that alliance declares war, all the members of the alliance should be expected to accept whatever being "at war" dictates, not be given exceptions wherever they wish. Personally I was taken by surprise when many members of alliances in the current war fled to training or other alliances at the start despite having the size and infrastructure to positively contribute to their alliance's war efforts. Doesn't seem very loyal to me, but I hold back judgment as I don't know the full situation.

That being said, I think you've made a good point in saying it "forces" a certain game play. It's probably better if trade sanctions aren't a mandatory part of a war declaration but an option available to alliance leaders. Another an option could be to receive a report when any of your members sends or receives caravans from an enemy.


Ya that was what I was mostly indicating in my post is that forced is a bad route. The option to make said trade would be more ideal.


Originally posted by Hadus Hadus wrote:

Originally posted by hellion19 hellion19 wrote:

Lets just say perhaps at some points the mods decide that their list of things already planned for the game mostly done and they had to find something to do and added trade sanctions more or less. Is it really going to change how wars are done? Does it really add much to the game experience? It seems to be an addition for the sake of an addition.

Real world application lets say with Iran and our trade sanctions against them. They have almost no income which is required to actually finance your military and other services it provides. It also can't get imports (primarily things like food sources). In game why this kind of doesn't work is that trade does not directly feed into your income it can add to it but its not your sole income. Food is also grown at your towns and unless you run all your towns in the negative this you can sustain on your own.

Your probably better off just sending the other side a nasty letter in hopes it hurts their feelings as it may cause more damage than trade sanctions in this game. The only way to make it work is if your income was directly tied to trade which most would likely hate.


I think it's more to do with what's on the other side of the trade. Gold might not be a big deal, but players acquiring military equipment from enemies, which they are likely going to use to build troops which will be deployed against the seller's allies, seems downright dirty.


Being that I have talked with people over 600-800k in surplus T2 resources on each.... I think they alone could fund a large number of losses and the trade itself becoming irrelevant. Though I am sure not every guild has that there are still a number of large producers of T2 resources that simply never use them. War usually seems to be avoided at almost all cost and tournaments are the only other way to lose troops. That being said since there is not a large resource sink in the game then many people run a large surplus of items.
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