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boomer70
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Tried to post to the old thread but it didn't work.
Anyway I am looking at implementing merchants actually transporting the goods they are trading. I have a few questions that I didn't find answers to in any of the documentation.
1. Do we want a single route to allow multiple forms of transport to be used. That is, should we allow the algorithm to find a route something like take wagons to port city A then go by trireme to port city B then by porters to city C? If so is there any penalty for changing transport midstream?
2. Had anyone come up with cost numbers for any of the functionality? Like what is the startup cost of a route using a trireme? What is the cost per turn and/or per square of movement?
3. Do we assume that the deal is made independant of what it will cost to actually ship the goods or do we need a way of evaluating the route prior to accepting the deal?
Well those are a few of the questions that I had thought of to this point. I am sure I will have more as things progress.
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boomer70
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Here are some thoughts that I had after pondering the algorithm that will be required to implement merchant routes:
1. I had the thought that it might be easier/better? to implement trade routes at the Civ level. This would have several benifits in terms of performance:
a. Each merchant going to the same place would end up using the same path since I can't see any variables that would change for a merchant created by the same Civ.
b. This would mean we could afford to update routes more frequently since presumably there would be fewer routes.
c. New routes could test to see if an existing route will get them close to where they need to go and only forge a new route where one doesn't exist.
d. Scenario designers could add trade routes to a scenario, probably including waypoints.
e. Makes the problem of finding ports/airports much simpler.
2. In some documentation somewhere there was talk of some transports having a range and incuring foraging penalties if they go beyond this range. Should the range be automatically reset if the route passes through a city? This could optionally have a small penalty for resupply. This would probably cause routes to hop from city to city on the route to the destination which I think is reasonable.
3. I will need some method of picking a transport type. What parameters will need to go into this decision? Do they need to be configurable by scenario? by culture? player choice?
4. Do we want to allow the player the ability to create trade routes in much the same way they create roads? This would make protecting the routes much easier as you wouldn't have to worry about the route trapsing through your border territories.
Until next time.
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