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roquijad
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Santiago
Nov 1999 time: 05:13
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Mark:
I'm not sure what idea you say is too expensive in memory... storing merchants routs in map squares?
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roquijad
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Santiago
Nov 1999 time: 05:13
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What about considering cities in-the-route (cities where the cargo passes through in its way to the destination city)? I think cities (or provinces if you prefer) of this type can get a benefit from this passing routes (services paid by the merchants to people at the city). I guess a lot of cities had flourished in this way, specially those with ports receiving cargo from abroad and being the gate to inland.
What do you think?
Rodrigo
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shimmin
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Illinois, USA
Sep 1999 time: 05:13
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I'm a little bit confused.
Every square doesn't need a references to every merchant. Every square just needs a list of references to those merchants that use it. For most squares, that list will be empty.
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alms66
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Louisiana
Oct 1999 time: 23:13
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In reviewing the Merchant Model, I have come up with a proposal to modify the Merchant agents themselves in a small but meaningful way. By giving the merchant agents a lifetime similar to characters, adding different kinds of merchant agents and a maximum number of trade routes, we can diversify the trade market within Clash. The numbers in the chart below need to be revised for the game. I just put some numbers in, Mark or Shimmin (if he’s still with us) can probably better fill in the numbers.
Merchant Chart
“Unit” /Max#Routes /MaxCash /Tech /Lifetime /Cost
Merchant /Base /Base /Currency /Base /Base
Trading Comp. /2x /3x /Banking /1.5x /3x
Corp. Merchant /4x /6x /Corporation /2x /5x
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Stuff2
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I think that one merchant should be able to trade many different goods at the same time.
If there is a trade-route between two cities/regions it should involve all goods that are profitable in the same route. I think this would save some memory too. Instead of having 25 'terrain improvements'as trade routes u have one trade route which is belonging to xxx (merchant number 3 from venedig).
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roquijad
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Santiago
Nov 1999 time: 05:13
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What ever happened to this thread?
I remember it was a fun one!
Is shimmin still with us?
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shimmin
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Illinois, USA
Sep 1999 time: 05:13
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Mark's right about my busy-ness. Actually, I just completed a senior design project yesterday, and look forward to having time to contribute again starting next week or so.
Which threads would be most fruitful for me to read to catch up on the last six months of development?
--RS
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Yoav Sissman
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I thought that all the goods produced in a province will be available in any part of it, so local marchents won't be needed.
Are you saying that production and demand will be handled in the map square level? That seems overly complicated.
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Yoav Sissman
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OK, if the CPU can handle it (and will continue to do so even in the final game) then I don't see any problems.
We should just keep in mind that local merchants, while having the same rules that long range merchants adhere to, have different characteristics.
Local trade requires a smaller investment and is generally a less risky business (so it doesn't need a big ROI to be worthwhile) even in the ancient world.
Normally we'll want to make sure that no grain is rotting in one map square while ppl starve in the next one, excluding wars or other special conditions.
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Mikael
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Rio de Janeiro
Jan 1970 time: 05:13
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quote: Normally we'll want to make sure that no grain is rotting in one map square while ppl starve in the next one, excluding wars or other special conditions. |
But I think this should be a possible event, to a certain extent, if infrastructure is insufficient, or if the player has no real control over that particular province (example: local warlords warring against each other...). AFter all, a map square is 100kms long, and if you have absolutely no roads between two squares, how could you transport food from one province to another?
By the way, I have a somewhat basic question that didn't turn up anything satisfying with the search engine... How is province size variability determined? How can the player modify province boundaries? How do they change without any player intervention? None of the models I have read really seem to deal with this... But maybe I have missed something big? Thanks.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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quote: Originally posted by Yoav Sissman
OK, if the CPU can handle it (and will continue to do so even in the final game) then I don't see any problems. |
Well, that of course is TBD, but I think it will work ok.
quote: Normally we'll want to make sure that no grain is rotting in one map square while ppl starve in the next one, excluding wars or other special conditions. |
I'm with Mikael... historically it Has happened quite frequently that famine persisted relatively near to other places with quite adequate food. Even 100km or less away, I believe. The issues are transportation infrastructure, and the market power of the starving or societal will to get them food.
quote: Originally posted by Mikael
How is province size variability determined? How can the player modify province boundaries? How do they change without any player intervention? |
This is mostly TBD. My thoughts right now are to let the player set provinces for land they control only limited by tranportation capability from the province capital to a province square, with a few squares allowed to exceed this limit by a limited amount so that a few odd squares off in a corner don't need to be their own province. This is one of the areas where we will rely on playtesting a lot to fix the balance between reality and fun.
(I have cross-posted this both in econ and govt threads. Please put any response in one of those.)
Last edited by Mark_Everson on 18-11-2001 at 20:37
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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A question about road infra: when going from square A to square B, the infra of which square is used? (B I suppose)
black market and smuggling:
advantage: don't pay tariffs
disadvantage: trader may be 'deleted' with high law enforcement and military presence
pirates:
just TF's running loose, but with a high chance of having a character as leader.
Province trade:
This should depend on the amount of food available, transport infra and transport tech. And only for food. Other things will be the domain of large-scale merchants. So we could figure out the food distribution for a province based on the above three factors, to avoid having so much small merchants with predictable effects. Since province size and shape will be linked to transport facilities, one could easily assume food transport won't be a problem either. Trading food between provinces (regardless of civ, but with tariffs appropriate) or armies will still be a merchant task.
Exploration:
Traders normally keep their trade routes secret, except when they are paid for revealing them. When a city is the node of a trade network, the information of its existence will be passed down the trade network. ('This silk comes from Chengdu, an enormous Chinese city of marvelous wealth. - Wow. I'll buy it so I can boast against my rivals.') This could be shown by showing only the name, and later the mapsquare on the right place of the map. A government can then hire a character to explore a possible route to that city.
Last edited by Simon Loverix on 21-11-2001 at 18:41
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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Simon:
Did you mean road infra (local roads) or just roads with your question? Anyway taking you to mean just roads, I assume Gary will work it so that when moving from A to adjacent square B each road segment (that in A, and that in B) will have the specified effect given the terrain and road travel distance.
quote: Province trade:
This should depend on the amount of food available, transport infra and transport tech. And only for food. | .
If I understand what you're saying I don't agree with it. Food should not be handled uniquely IMO, and many provinces will be too large for easy food transport. Food is one of the hardest things to move around. If my merchant concept turns out to be impractical, we might fall back to something like you suggest, but I don't think it will be necessary.
Your other ideas sound reasonable. I'm not sure about the details for all these things. Since the issues are further off in terms of implementation, I've got to go focus on demo 5.1 .
Gary: Check out this post to see about my ideas for handling local roads with a road infra class. That may be overly ambitious, and all we need is an overall "Commercial Infrastructure" class that could include all of: local roads and canals, power grids, water and sewer systems etc. We just have to see what seems the best balance in playtesting.
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Yoav Sissman
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Thanks for the explanation.
I knew that services were used as the global measure of wealth, but the understanding that transporting them was free escaped my mind.
I can't think of a better solution either.
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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So large roads and local roads are handled separately?
I suggested limiting food trade to reduce the number of merchants needed because the food wouldn't be transported far. Also to avoid several types of merchants: one could assume it is small-scale initiative to sell their excess to make a penny. Merchants and taxes would still come first. And if there's anything left then, and they can still sell it..
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colorrr
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Having skimmed this thread, it seems the Merchant documentation on the site needs to be updated.
While reading I also played with some ideas. I get the impression that this model is already implemented, and some of this is already covered, but here goes:
* The merchant operates from his province to other provinces, which could be the same civ or another civ. Another civ would give more potential income. Another race/religion/cultre could also give boosts.
* The merchant starts with a certain amount (with a +/- 10(?) % randomizer) fo money which he invests in bying some stuff and selling it in another place, and as the specs say, he tries to find a valuable commodity to trade.
* When the merchant starts out he does not have much impact on the civ economy as his net worth is not that much. For every trade route, the total gain gets divided in percentage between various factors. That means some part of the gain goes to the merchant himself (raising his net worth and making him more powerful), some part go as taxes to augment the civ economy (variable by the player setting taxes), some part goes to hire guards, workers, some goes to corruption/black market (depending upon civ type/racial traits/social level etc), some to warehouse maintenance. When the merchant starts out he could only have one route, but as his net worth raises by the money generated per turn, he'll get a nice pool of savings. He can try to set up (controlled by AI) another route. Setting up a new route could also be a failure, making that merchant suffer a setback.
* The merchant could have reference to social class/race taking some of the traits of these into account in different calculus. F.instance a merchant from an aggresive race would be more prone to set up risky, long but profitable routes instead of shorter, safer but low value ones. Maybe some cultures/races trade better than others, some don't trade at all.
I think the merchants should be abstract, not moving on the map, neither should it be possible to see the path. Each merchant should just list his trade routes in a simple from (with x goods) to ( with x goods).
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