1.09n Teleporting caravans

I'm not sure it's such a great idea to have the spells in the Movement spellbook allow you to t-port your sov and his army.

But at the very least you shouldn't be able to port Caravans.  Right now you can just build a caravan in any city, move your Sov or an imbued Champ to it, and cast Teleport to the square next to a city.  Instant road.

8,719 views 7 replies
Reply #1 Top

Always been like that. At least the default move on the caravan is 2 now, unlike before.

In a couple games I pretty much ended up with one channeler being my teleport donkey and moving various troops and units around to get them close to where I needed them. Maybe we need a caster only spell and then a much higher level and more mana expensive group teleport. Would be even better with a sliding scale, the bigger the army with you, the more it costs to port them.

Reply #2 Top

I know it feels like you can just instantly taxi all your caravans to their destinations, but consider that with global mana, this is probably only a good strategy while the AI is fairly weak. At 16 mana a pop, teleport seems fairly cheap, but consider that imbue champions cost mana per turn and 16 mana for a one way move is a fairly steep mana price just to move a caravan. While this may be a fast way to get roads, you still have to wait for the caravan to do its route for a while before your roads actually develop into something more useful.

From my point of view, the issue here is that trade routes and roads are instantly built when a caravan reaches another city. I would really like to see an update to caravans so that they only apply their bonuses when they reach their destination, and that the applied bonus can be specified end to end. For example, I would love it if a caravan took materials at its source city and gave you gold when it reached its destination. This is just one example of the types of diverse infrastructures that could be built.

Reply #3 Top

You need to spend 5 character points buying the Mobility spellbook. Then research the spell. And pay the costs of casting. That's far from free or instant. As I see it, not allowing to teleport caravans would be like asking not allowing to teleport armies because... you know, insta defense!!!

Reply #4 Top

Constantly teleporting caravans just isn't feasible. Teleporting a single caravan each turn would equate to an upkeep of 16 mana/turn. That's a massive mana investment.

Reply #5 Top

What if the caravaner's wife was pregnant and travelling with him, and then her water breaks? You'd feel pretty selfish about banning caravan teleporting then wouldn't you? You're such a prick. Why don't you ever consider the needs of others? You know her water probably broke because you forced her and her husband to have to travel on a rocky path first, rather than just teleporting them and having the road form behind them for a smoother trip on the way back. But noooo, teleporting should only be for the upper-class elitist arseholes. You know what? Go to Hell agio!

Reply #6 Top

What happens if you build a town in a completely separate island and teleport a caravan to it. How will the small automatic caravans handle that? Swimming?

Reply #7 Top

Quoting Stof25, reply 6
What happens if you build a town in a completely separate island and teleport a caravan to it. How will the small automatic caravans handle that? Swimming?
End of Stof25's quote
You just drowned a caravaneer and his pregnant wife. What the hell, man? 8O