Caravan bug for "Men" race?

*Trading tech

For Fallen, one of the first diplomacy tiers lead to building caravans, then the second tier in the chain allowed for *Trading and therefore building a second caravan from a single city. With the "Men" race, *Trading and Caravan building are in the same tier, yet I'm not able to make a second caravan in any city. Bug? Or am I missing something?

2,198 views 8 replies
Reply #1 Top

Empire tech gets a 2nd caravan, kingdoms don't. Just like Kingdoms can research and build a building that generates 2 more mp. As far as I know (having not played empire much) there is no such building for them. There are other differences as well. The sides are different in a few ways.

Reply #2 Top

Aha, yes. That would explain it, though I'm not sure I understand why the Fallen would be more efficient traders.

 

Side note: Several quest bugs involving unresponsive quest destinations and/or quest starter locations not being removed upon completion.

Reply #3 Top

Quoting Vigoratus, reply 2
Aha, yes. That would explain it, though I'm not sure I understand why the Fallen would be more efficient traders.

 

Side note: Several quest bugs involving unresponsive quest destinations and/or quest starter locations not being removed upon completion.
End of Vigoratus's quote
Well for a lore reason maybe its cause they are more savage so make better farmers? and their farmers drive the carts? okay thats stretching it I guess...I dunno.

Reply #4 Top

Hehe, nice try though. *_*   I do love the game, and I absolutely will continue to play it. I just wanna see it in its perfected state. What a site that would be!

Reply #5 Top

I doubt it's lore, I think it's been overlooked. The Empire factions, I believe, can actually have a few more trade carts because their tech trees allow it. I also can't understand why trade caravans add to food and not income, doesn't make any sense. This would all be ok but I can't find the code to change any of it either.

Reply #6 Top

Quoting James009D, reply 5
I doubt it's lore, I think it's been overlooked. The Empire factions, I believe, can actually have a few more trade carts because their tech trees allow it. I also can't understand why trade caravans add to food and not income, doesn't make any sense. This would all be ok but I can't find the code to change any of it either.
End of James009D's quote
Well I think the reason Trade Caravan's don't add to gold income is due to the simple fact that a trade treaty option already exists. So they probably considered it double dipping as it were. Ya know?

Reply #7 Top

Nonetheless, the Empire tech tier (2nd) that allows a second caravan lists *Trading alone in the "Unlocked" section. Men list *Trading and the "caravan tech" (can't remember the name) as "Unlocked" in the same tier.

Reply #8 Top

Quoting dragoaskani, reply 6

Well I think the reason Trade Caravan's don't add to gold income is due to the simple fact that a trade treaty option already exists. So they probably considered it double dipping as it were. Ya know?
End of dragoaskani's quote

Actually, it's more likely that the monetary benefit from any caravan trade would be too overpowered and great. The caravan bonuses are out of this league when compared to trade treaties... which are kinda weak.

Besides, nothing is wrong with double dipping :P