[gameplay] trade routes instead of caravans.

 

The caravans as they are used now present some problems:

 

1) Unintuitive.

When I see a unit that is going somewhere, I expect a one time bonus when the unit arrives. Instead, I get a small percentage bonus every turn, regardless of where the caravan is.

 

2) Micro-managing.

While the caravan moves automatically, it still requires constant attention to prevent them from being killed by monsters. If they are killed, I need to rebuild the caravan, and resend it.

Even if the UI will make it easier by telling me which caravan was killed, it is still annoying.

 

3) Encourages city spam

Every minor city can send a caravan.

Caravan gives the bonus to the target city, so the more cities that can send caravans, the more food bonus you get in the major target city.

 

----

 

My suggestion is to use trade routes instead of caravans.

 

Just like now, you will need to create a caravan unit and send it to a target city.

But instead of moving back and forth, when the caravan makes a single trip to the target city (or to the target and back to the source), the trade route will be created, and the caravan unit disappears.

 

For example, a city can have the following trade routes:

From city1: 40% bonus (active)

From city2: 30% bonus

From city3: 5% bonus

...

 

You can have as many routes as you want, however, only the first one with the biggest bonus will be active. The number can increase to Two after researching "advanced trade" or a similar tech.

 

If an enemy (monster or rival kingdom) blocks the route, you will be notified, and the active route will be changed to the next best unblocked route.

For example:

From city1: 40% bonus (blocked)

From city2: 30% bonus (blocked)

From city3: 5% bonus (active)

...

 

 

 

This solves all the problems, but still makes it important to patrol and protect your routes, and it will still be critical to protect the caravan in the first trip.

You will need less micromanagement. Even if a trade route is blocked, you will only need to remove the blockade, and not rebuild and resend.

City spamming will not help since every city has a limited number of active routes. And because this is a percentage bonus, you will get very little from sending caravans to a tiny city.

 

 

9,517 views 10 replies
Reply #1 Top

Excellent ideas, but how will this affect the 'road building' aspect of EWoM?  placement, and upgrades?

Reply #2 Top

I don't know if it is still happening, but if it hasn't been changed, caravans need to be unable to destroy resources.  I mean really.... it's a 0 attack unit that ignores my boarders and can assassinate my income.  I do agree that making caravans/trade less micro intensive would be great.

Reply #3 Top

ANother vote for trade routes.

Reply #4 Top

Yes I like it, reminds me of Total War (which also call that "trade routes"... coincidence?)

Reply #5 Top

 

Quoting ElanaAhova, reply 1
Excellent ideas, but how will this affect the 'road building' aspect of EWoM?  placement, and upgrades?
End of ElanaAhova's quote

 

To keep it simple, it can stay more or less like it is now.

A road will be created once a route is established (once the caravan reaches the destination).

It will upgrade to a better road after X turns.

 

It can be done in more complex ways like counting only the turns the route was not blocked for the road upgrade, but let's start in small steps...

 

 

 

Quoting Black-Knight, reply 4
Yes I like it, reminds me of Total War (which also call that "trade routes"... coincidence?)
End of Black-Knight's quote

 

Didn't play total war, so i guess it is a coincidence :)

 

 

Reply #6 Top

the OP's idea is a better way of doing trade as a food production bonus, but....

i don't think i'll ever be happy with trade being a method of producing food instead of generating income. i mean, seriously?

total war does trade in a much more intuitive way, i will agree, though it doesn't have a good way of disrupting overland trade. personally i'd just make the production a constant regardless of caravan location, and then just have production pause after a caravan is killed, until it is respawned (this time could either be a constant or related to the length of the trade route).

Reply #7 Top

I would suggest allow road building separate from caravans, and have the effectiveness be tied to how many tradable (non-enemy) cities are hooked up to the trade network. The effectiveness of each citiy could be tied to how many trade structures it has, making level 5 cities far more valuable than an un-upgraded outpost.

Reply #8 Top

Quoting Sethai, reply 6
the OP's idea is a better way of doing trade as a food production bonus, but....

i don't think i'll ever be happy with trade being a method of producing food instead of generating income. i mean, seriously?

total war does trade in a much more intuitive way, i will agree, though it doesn't have a good way of disrupting overland trade. personally i'd just make the production a constant regardless of caravan location, and then just have production pause after a caravan is killed, until it is respawned (this time could either be a constant or related to the length of the trade route).
End of Sethai's quote

 

In the way I suggested, it doesn't really matter if it will be food or gold. I offered food bonuses since it's supposed to replace the current system.

I'm guessing the reason they went for food bonuses instead of gold, is because food is supposed to be harder to get, can't be stored, and the exact quantity does not matter as long as it's above zero.

 

Anyway, automatically recreating the caravan does solve the micromanagement problem, but the problem of the city spam will remain.

more routes = more food (or gold) without a serious penalty, is the formula that makes city spam a bad thing.

 

 

Quoting Gwenio1, reply 7
I would suggest allow road building separate from caravans, and have the effectiveness be tied to how many tradable (non-enemy) cities are hooked up to the trade network. The effectiveness of each citiy could be tied to how many trade structures it has, making level 5 cities far more valuable than an un-upgraded outpost.
End of Gwenio1's quote

 

If I understood correctly, they wanted to avoid "worker" units in the game to keep things easier, making you focus on your cities and armies instead of building roads or upgrades with units.

But if the worker unit will only be able to connect cities similar to what a caravan does now, I guess it doesn't matter what you call the unit.

 

And yes, I agree that city size should be a factor and not just the length of the trade route should be calculated, even if they decide to leave the caravan system as it is now.

Reply #9 Top

The issue with caravans and food, for me, is that the caravans somehow are creating more food. Moving food from one location to another doesn't add 10% to the total food. What a caravan could do it allow access to resources, which is a great idea, but wouldn't have much impact right now since most cities don't need or use resources. What would make more sense is to move caravans to generate gilder, due to taxation / profit from sales / whatever.

 

 

Reply #10 Top

I agree.  Caravans as currently implemented as horrible, and feel like reworked  GC2 freighters.

 

It's not the only thing from GalCiv that I think didn't port well over to Elemental.  (Research treaties make no sense either with no tech trading)